Cultist Simulator: “There is not only one history”

I said last week that I wanted to get a Javascript prototype of Cultist Simulator -my weird-fiction-influenced narrative crafting semi-idlegame experiment -up on the web as soon as poss. I’ve got a hundred and fourteen tasks on my pre-alpha list, and I’ve finished seventy-eight of them. I’d like to reach alpha by Friday, but realistically I […]

What I’ve been up to: 8th July

Just before I left Failbetter, our editor, who’d been a long-time freelancer before she joined Failbetter, cautioned me about the freelancer’s disease. “You will,” she said, “end up with more work than you can comfortably handle, because you’ll worry about the future. It’ll happen. Don’t try to stop it, just prepare for it.” I’m trying hard […]

What I’ve been up to: 1st July

What I’ve been up to: 1st July

I feel like I’ve spent most of this week – like the rest of my Twitter bubble – gawping incredulously at the collapse of the British political landscape into a sort of sinkhole of xenophobic narcissism. If you need a roundup, Michael Gove has one for you below. APART from that: I’ve been in Vancouver, […]

Ten Lessons from running Failbetter

” For an indie dev, your community is essential. They’re your evangelists, your early warning system, your Baker Street Irregulars, your Praetorian Guard…. but you have to look beyond them, too.” I’ve got a feature in GamesIndustry.biz, about things we did right and things I’d do differently: http://www.gamesindustry.biz/articles/2016-06-24-failbetter-games-seven-years-ten-lessons

What I’m up to: 25th June

This is the first time I’ve been out of full time employment in seven years. I meant to relax and do nothing. It turns out that when you’ve been occasionally starving and always busy for seven years, relaxing and doing nothing is like expecting an earthworm to lie still. I just keep rippling, involuntarily-wise. At […]

“The Healing Question”

Earlier this week, [a carefully unspecified number of] players completed the Seeking Mr Eaten’s Name quest line, an epic and long-awaited storyline in Fallen London which ends with the player character’s deliberate self-destruction. You can read more about Mr Eaten here  (me talking about it) and here (someone else talking about it). I’ve generally avoided giving […]

Coding again: old dog, old tricks

My worst-kept secret is that my favourite MLP:FIM character is Pinkie Pie. Okay, that’s not even really a secret. My actual worst-kept secret is that I was a software developer for ten years before I was a writer. I hired another developer a year into Failbetter’s time, and since then I’ve hardly written a line of code […]

‘Embed the ending in the middle, or crush it up and stir it into the rest of the game.’

My Eurogamer column this month is about endings: specifically, but not exclusively, the problems on endings in Fallen London. If you like that, take a look at my previous columns:  http://www.eurogamer.net/author/1390. They’ve included pieces on gravity in games, an alternative history without D&D, the People’s Crusade as it relates to Kickstarter, and six reviews of […]