12th January 2018|
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December #2 + January #1: HAGGARD and ARNOLD sprint update

I leave you with news that I managed in the space of one morning to drown the plant to my left and set fire to the plant on my right. If that isn’t a modern ritual for summoning the Raging Green-Thumb’d Horrore of Baal, I’ll eat this slice of birthday cake while AK isn’t looking.

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9th January 2018|
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“I was wondering if you have a specific method of capturing the essence of things that you find emotionally moving through gameplay?”

I give occasional talks to the Game Design/Creative Writing dept at Brunel Uni

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4th January 2018|
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A Foul and Pestilent Congregation of Vapours

I’ve been asked what Hour governs illness. There’s really no one answer to this – just as no one Hour governs places, or colour.

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20th December 2017|
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Cultist Simulator: the roadmap

AK and I are big fans of open production: the process of making games transparently and honestly, bringing your community with you for the ride.

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15th December 2017|
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December #1: BEARDSLEY

Update time! From now on, we’re going to post updates every two weeks so you can follow the detail of Cultist Simulator‘s development. Like a hop-on, hop-off London bus, but made of apocryphal truths half-remembered from dreams.

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15th December 2017|
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The SCHOLAR’S BUILD

Who doesn’t want to roleplay a lonely, maladjusted intellectual with a well-stocked local bookshop?

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5th December 2017|
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The Lurking Fear: Cultist Simulator’s production plan

Cultist Simulator started as a seriously low-budget, limited project before our wonderful Kickstarter backers jumped on board and gave Alexis ideas. We’re making sure we keep things sensible, committing extra funds to higher production values and more content down the line.

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4th December 2017|
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The Thing on the Doorstep

Greetings, everyone! I wanted to introduce myself, as I’m the new co-founder of Weather Factory.

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1st December 2017|
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GDC 2018: It Couldn’t Happen Here

I’m doing another GDC talk, this time on the Indie track:

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30th November 2017|
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Cultist Simulator: Patrons

As an impoverished scholar of the invisible arts, one would of course benefit from the opportunity of commissioned work. We might recommend these individuals in particular:

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21st November 2017|
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This, the Season: Cultist Simulator Beta Build Soon

I committed to getting a beta build of Cultist Simulator out by the end of the year. I’ve been tidying up my task list, and I can say it’s going to be significantly earlier than the end of the year – you should see it by mid-December.

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17th November 2017|
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Then and Now

I’ve mentioned that Cultist Simulator has been through multiple prototypes. For your diachronic enthusiasms:

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14th November 2017|
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Philosophy: Not Even Once

Someone asked about the Cultist Simulator combat system.

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6th November 2017|
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Apep and Ra: Seven Intensely Practical Tips About Organising Setting Documentation for Narrative Games

This is particularly true of version control systems, which can be very hostile to non-developers, once you get past basic update/commit scenarios.

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2nd November 2017|
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Cultist Simulator: the Renewal of Skin

Windows are much smarter about where they open. Here the window knows not to open off-screen. There should be much less fiddly-jiggly damnit-I-can’t-read-the-slot. Especially cos, yes, the zoom now finally works.

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18th October 2017|
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The Hands of Time

[UPDATE: when I heard the feedback from players, I decided definitely *not* to go with the harsher pause strategy below. I’m leaving this post live for historical interest!]

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10th October 2017|
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Matthias and the Amethyst Imago

I had a nasty moment this morning where a key on my keyboard got gunged up and for a moment the entire ULTIST SIMULATOR project was in jeopardy. All good now.

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3rd October 2017|
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One True Seven Blind

“What are prophecies? Don’t we hear them every day of the week? And if one comes true there may be seven blind and come to nothing.” – Isabella Augusta Persse

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