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Today, after much teasing, we'd like to officially announce our steam page š„°
Thomas Eilian is an elderly poet and writer diagnosed with Alzheimerās. Bound to only move around in a wheelchair, he finds himself alone for what seems...
The title of this particular blog is "Foundation", as that is what the team and I are focused on doing at the moment, building our studio foundation so...
If we had to describe 2019 in a word, that would be it. Looking back, the past year has without a doubt been a roller-coaster. Thereās been ups, and...
The month of November brings a lot of good news and great strides by the team. From conventions to us winning an award to country-wide national coverage...
It's been quite a while since we showed you what we've been working on, with good reason. This past month of October was spent in full production mode...
The past few weeks have been hectic, but with great reason, so much has happened the past 2 weeks so let's break it all down.
Some strategies work, and others don't, we're taking a look at how we're preparing for "convention season".
āBack Thenā is a short atmospheric first-person adventure game, with elements of detective exploration, mystery, and themes of self-discovery.
From twisting normal game mechanics on their head to making the world cohesive in both narrative and gameplay are topics we'll cover in today's edition...
Welcome to the second blog edition of 'Back Then'! In this edition, we're talking about how the controls worked before, what caused us to change them...
Welcome to the first blog edition of 'Back Then', a game about a wheelchair-bound Alzheimer's victim.
Note: This post is extremely long, we're going to talk about the events that most marked us as creators and how they changed the project as a whole. This...
In this blog we'll be talking about the newest update to the pre-alpha demo and why we made the changes we did, we'll show you some videos youtubers made...
From our first award win to a playable pre-alpha demo, we're discussing what's been going on and what's happening next!
Enemies in Shine are manifestations of emotions, issues and behaviours us human folk have, things such as pretending everything is ok when you have a...
Letās talk about what the game has the most of, scenes. You know what Iām talking about, the game consists of āroomsā or āscreensā or well...
Game feel is a very weird thing to talk about, I know, but itās essencial to make a game have itās own identity, games, especially indie games, thrive...
In the second edition weāll be going what makes Shine tick, what you do in it, what makes it flow and how we got there.
In the very first weekly dev blog we'll briefly explain what Shine is, what we're trying to accomplish and where we're going with it.
We are now live with the first episode of ADG! Thank you everyone who have been supporting me through these months!
Episode 1 is available on steam right now and it's 20% off until the 26th!
Get builds as they're made, buy it for cheaper and work hand in hand with me to create a better product.
After way too long, A Demon's Game is finally up for voting on greenlight!
As ADG approaches it's release date it's time to unveil some things that are happening that will determine it's success.
Sometimes you have to fall down to the bottom to rise back up to the top.
From multiple branching paths, to a deep player choice system, we explain in pure detail why this horror game will deconstruct the market.
This is the final version of the demo, where you can play the first two levels of the sewers in their entirety.
The next update adds a lot more interaction in the levels and fixes minor glitches that affected gameplay.
The next patch for the alpha is here adding a lot of user suggested content!
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