Cultist Simulator: Zero Dot One Dot Two

I’ve patched Cultist Simulator! These are the headlines: * Once you’ve started recruiting followers, they can lose interest if you’re too sane. Conversely, if you’re too obviously deranged, your group will attract the attention of an Inspector. * Inspectors occasionally arrest people until dealt with. Right now you can just send followers to Sort Them Out; I’d […]

Cultist Simulator: recipes and bumping brains

This is a post about the Cultist Simulator systems, and also why you shouldn’t stay too deep in a bunker when you’re working enthusiastically on an idea. That’s something I’ve forced myself to learn: open production in a nutshell. But it can be difficult to remember. My strong inclination is to bunker up. I’m an introvert who ran a company […]

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