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August 25, 2019
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Updates » Indie
Don't Miss: Maintaining tension in Nex Machina 1
by Staff [04.22.19]
"We needed to cut as much of excess fat as possible and figure out what was really necessary to get the feeling you are on the "knife's edge"." - Henri Mustonen, Senior Level Designer at Housemarque.
Console/PC, Indie, Programming, Design, Production

Boldly she rode: How Heaven's Vault reinvents adventure games  
by Katherine Cross [04.22.19]
"Inkle has done something radically original here, a breath of fresh air in a game industry all but stultified by unimaginative impersonations and safe bets," says Gamasutra columnist Katherine Cross on Heaven's Vault.
Indie, Design

Behind Dawn of Man's style of 'ant colony' city-building 2
by John Harris [04.22.19]
Dawn of Man sped to the top of the Steam charts last month with its compelling style of simulation and city building. We got with Martiño Figueroa of developer Madruga Works to find out more about the game's development and design.
Console/PC, Indie, Design, Production

Video Game Deep Cuts: The Panzer At Heaven's Vault  
by Gamasutra Staff [04.21.19]
This week's roundup includes a Panzer Dragoon series classic postmortem, impressions of the eagerly awaited Heaven's Vault, as well as secret MMO servers, homebrew Game Boy Games & the return of D&D.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Making debugging into a mechanic in Beglitched 1
by Staff [04.19.19]
"While debugging is considered to be one of the more odious aspects of programming, I felt that under the right circumstances, it could actually be exhilarating," says AP Thompson, designer of Beglitched.
Console/PC, Indie, Design

Take me to the hole: Loss and triumph in Astroneer 1
by Katherine Cross [04.19.19]
It wasn't until columnist Katherine Cross fell into a hole that she truly understood the genius of Astroneer.
Console/PC, Indie, Design

Don't Miss: Devs reflect on the impact and legacy of Burnout Paradise 2
by Staff [04.18.19]
Devs who worked on or were influenced by Criterion Games' 2008 release Burnout Parasise reflect on what made the game so special and how it changed the racing genre.
Console/PC, Indie, Design

Lights in the dark: How Ashen's design sets it apart from other 'Soulslikes'  
by Cian Maher [04.18.19]
Creative director Derek Bradley opens up about the design of A44's remarkable Soulslike Ashen, and discusses how subtle art and design choices set it apart from the bleak worlds of From Software.
Console/PC, Social/Online, Indie, Design, Video

How Inkle developed its own ancient language for Heaven's Vault 2
by Jessica Famularo [04.17.19]
Enjoy this unique behind-the-scenes look at how inkle developed a whole ancient language (the 'Guitar Hero of linguistics') to be deciphered by players in the studio's new game Heaven's Vault.
Indie, Design, Video

Don't Miss: Layering challenges in Klei's survival sim Oxygen Not Included 1
by Staff [04.16.19]
"It's the layering that makes intense decisions. In Oxygen Not Included, the player must balance all the needs of their Duplicants simultaneously. Each need is not so difficult, but it's easy to let something slip."
Console/PC, Indie, Design

Video Game Deep Cuts: Falcon Scores Weed, Needs Vacation  
by Gamasutra Staff [04.14.19]
This week's roundup includes intriguing debuts from Falcon Age and Vacation Simulator, a historical tour of The Division's New York, the trickiness of marketing your weed tycoon game & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design

Don't Miss: Totally Accurate Battle Simulator and finding the fun in physics engines  
by Staff [04.12.19]
"If everyone doesn’t take the game so seriously we can have a lot more fun with it and do more," says Landfall's Petter Henriksson of the studio's penchant for weird physics in this in-depth chat.
Indie, Programming, Design

Postmortem: Throwback roleplaying adventure Hero-U: Rogue to Redemption 1
by Gamasutra Community [04.12.19]
Hero-U: Rogue to Redemption, from the creators of Quest for Glory, saw hard-fought successes as well as tough-to-swallow shortfalls. Here's the dev team on what went right, and what went wrong.
Console/PC, Indie, Production

Moonlighter sells 500,000 copies in less than a year 1
by Alissa McAloon [04.10.19]
Digital Sun’s 2-in-one shop management sim and dungeon crawler Moonlighter has sold over 500,000 copies across all platforms. 
Console/PC, Smartphone/Tablet, Indie

Get a job: Heart Machine is hiring a Quality Assurance Lead  
by Staff [04.10.19]
Heart Machine is after someone who can catch and address problems quickly and effectively, can communicate with anyone on the team to get results, and has a deep understanding of our production process.
Indie, Production, Recruitment

Don't Miss: Crafting the bizarre, off-kilter gameworld of Little Nightmares  
by Alissa McAloon [04.10.19]
"We want it to feel like you could almost reach into the rooms and touch things, but maybe also wonder whether you should," says Little Nightmare's's senior narrative designer Dave Mervik.
Console/PC, Indie, Design

How to effectively use procedural generation in games 4
by Darius Kazemi [04.10.19]
In this rich excerpt from "Procedural Storytelling in Game Design," developer and proc-gen expert Darius Kazemi shares some ways to use procedural generation more effectively in game development.
Console/PC, Indie, Programming, Design

God of War director: accessibility isn't at odds with creative vision 1
by Alissa McAloon [04.08.19]
Cory Barlog, director of Sony Santa Monica’s recent 2018 release God of War, weighed in on the issue on Twitter, offering a succinct: "Accessibility has never and will never be a compromise to my vision."
Console/PC, Indie, Design

Video Game Deep Cuts: Risking Rain With A Lego Meat Boy  
by Gamasutra Staff [04.07.19]
This week's roundup includes the smash success of indie sequel Risk of Rain 2, a fascinating new Lego coding toy, and what's up with the new Super Meat Boy game, plus lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Super Meat Boy Forever delayed, will miss April launch 1
by Emma Kidwell [04.05.19]
Super Meat Boy Forever will be delayed again, with publisher and developer Team Meat tweeting "we're almost done, but not quite there yet." 
Indie, Business/Marketing