Category: Business

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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17th June 2019
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Cultist Simulator mobile: the all-singing, all-dancing data dump

I intend to experiment further with other platforms, but have no official news on the subject right now! Let me know your thoughts on our data above, and if you have any additional numbers you’d like to see. Hope our figures prove useful for devs considering mobile porting themselves. 🙂

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7th June 2019
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A month full of pride

Finally, I hope you can find time to spare some empathy for me as I fully intend to send myself into a diabetic coma inhaling all the rainbow themed food I can get my hands on! I’M COMING HOME LAWD!

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9th May 2019
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Cultist Simulator Updates/Fixes for May: Research makeover!

Finally, you might have noticed that both Skills and HQs are involved in the research mechanic, because this change is what we were leading up to. So high-end Reason and Passion skills now finally have a proper use, and swapping HQs is now a lot more than just flavour.

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24th April 2019
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Comm Conquest!

This is the basic motivation behind most press comms you’ll come across on social media or your inbox. If you were to receive a message that read almost word for word like that, you’d probably not be too keen to engage.

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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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29th March 2019
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Splash Damage – Women in Games Event

Thank you again Splash Damage for hosting this and for the million bottles of prosecco. BIG SHOUT OUT TO THE PROSECCO!

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15th March 2019
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Marketing Hot take: The value of community.

The merits of community to the success of any art project – especially in the indie space – are obvious. This post is meant for anyone that would like some general insight into what I believe are the intentions needed when creating a community for your game. I apologise in advance for how many times I say “community”. I’d replace that with “cults” but we don’t...

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11th March 2019
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MAR #1: EDWIN DROOD

Next sprint’s a bit of a squib for Alexis and myself, who are off to GDC for a week of dev talks, dev meets and definitely no alcohol whatsoever. Claire will be holding down the fort in our absence so ALL OF YOU BEHAVE YOURSELVES. ‘Til next time!

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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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15th February 2019
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Irish Introductions: The Sassy Legend of St. Brigid’s Cloak

Oh hi there folks, I’m interrupting your usual blog broadcast from Lottie and Alexis to introduce myself. I’m Claire and I support the Marketing and PR for Weather Factory and have been slowly using techniques I learned off the telly, to convince Sulo and Chi to run away with me.

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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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11th January 2019
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JANUARY #1: ANCIENT MARINER

That’s right, people, WE’RE BACK ON THE ‘A’s! Happy 2019 and may the great glow of the Glory pierce your dreams this year.

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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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23rd November 2018
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THE MERCH BLOG: PART THE FIRST

If you’re an indie and have questions about setting up your own store, ping me in the comments here, or on Twitter. And of course, if you ain’t bought it yet…

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