Author: Alexis Kennedy

18th September 2020
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September #1: IS THIS THING ON?

MAYBE A PUBLIC ALPHA OF BOOK OF HOURS?! Also, our August newsletter goes out.

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28th August 2020
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/kəˈbal/, Part 1: The Caldecotts

The following is an extract from an article Alexis wrote decades ago, in 1996, for British roleplaying magazine Valkyrie. It’s juvenilia, and some bits make him wince – but it’s an insight into his early style and fiction which later became Fallen London, Sunless Sea and Cultist Simulator. [ Part 2, Part 3 ]

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7th August 2020
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DAYBREAK IN THE INVISIBLE SERAPEUM

This is the season of the Forge of Days – the hottest August day in the UK for the last decade – so here’s something apposite for you.

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24th April 2020
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How I Got Into Games, Part 1: Echo Bazaar

I get asked a lot how I got into games. I always feel unhelpful when I tell my story, because it’s such an unconventional and such an unrecommendable one.

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10th April 2020
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Wherever You Go

Below is the current list of places featured in EXILE (excluding the Priory of Captains, the Pentapolis and the other final destinations).

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18th February 2020
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“What are your influences?”

This is probably the question I’ve been asked most over the years, and every time as soon as I answer it I think of someone

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10th February 2020
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State of the Factory: Year 2

Thanks for reading to the end! I hope it’s been useful. And if you’ve stayed with us through the rough times, we really appreciate it, both of us. A heartfelt thank you. It’s probably meant more this year than any time before or since.

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16th September 2019
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What Actually Happened

My name’s Alexis Kennedy. With my fiancée, Lottie Bevan, I run a very small game development studio out of our London flat. I used to own and run another studio, Failbetter Games, which was a little bigger (about half a dozen employees for most of my time there, ballooning to seventeen by the time I left in 2016) but was also generally indie and cash-strapped. We’ve...

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22nd July 2019
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BOOK OF HOURS: Where Knowledge Goes

…and next time, I’ll talk about not just about Knowledge and Skills but also about Thoughts and Beliefs, and how in BOOK OF HOURS you can make and shape them.

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19th June 2019
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NERDPOST: Content Frameworks in Cultist Simulator and Book of Hours

This is probably interesting to about 2% of the already select audience of this blog. Sorry, everyone else! But for those who are interested, this is from a Slack discussion about how the content framework in Book of Hours (which we’re calling ‘Vak’) looks like it’ll differently from the content framework in Cultist Simulator (retrospectively called ‘Fucine).

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5th April 2019
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The Busiest Week of Our God Damned Lives

We haven’t posted for a bit, and I don’t think Lottie is going to manage a sprint update this week unless she works over the weekend which she definitely ain’t doing, so I wanted to talk about what’s been happening. It’s a lot.

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1st March 2019
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MORE.

If you’ve been talking to the @factoryweather account recently, you’ve actually been talking to Claire. Please join me in wishing her a resounding welcome.

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1st March 2019
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NOW HIRING: UI-Focused Unity Developer [Applications now closed]

Weather Factory is an indie studio founded in 2017 by Lottie Bevan and Alexis Kennedy (creator of Fallen London and Sunless Sea) to make experimental narrative games, and joined recently by Claire Sharkey of Sharkbit. Our first project, Cultist Simulator, exceeded all our expectations, and we’re growing the studio.

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23rd February 2019
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ONE WEIRD TRICK TO GET STARTED IN GAMES WRITING NO SERIOUSLY

Here’s the good news. This blog post really does contain one weird trick. The bad news: it isn’t a reliable list of steps you can follow, or a career track with an exam you can do, or the email address of someone who wants to hire you. Those things don’t exist. Games writing is a very competitive career. More on what that phrase, ‘competitive career’, actually...

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20th February 2019
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Enigma: what it is, what it isn’t

This is an unusually straightforward post on a subject I am usually very coy about. Please feel free to link to it if you ever think anyone will find it useful.

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12th February 2019
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STATE OF THE FACTORY: YEAR 1

Here’s how Weather Factory is doing, here’s how we thought we’d be doing, and here’s what we’re doing next.

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18th January 2019
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SILENCE PLEASE

(PS! A number of actual librarians, only one of whom got cross, engaged with us on Twitter about this. if you’re a librarian, please feel free to drop us a line at contact@weatherfactory.biz with Interesting Librarian Facts or Things That People Don’t Understand About Libraries That Annoy Us. This is a game set in a fictional alt-universe 1920s library so I can’t promise it will address...

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21st December 2018
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The Long Midwinter

Feedback is super welcome – more than that, it’s the whole point. I wrote a thread of protips on how to get devs to listen to feedback here, but honestly even if you just @ me on Twitter it’ll be useful. The balance needs a lot of tweaking, and there’s no Dream attacks to speak of, but you’ll probably find smart things to say that I...

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