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<generator>Blogsmith http://www.blogsmith.com/</generator><item><title><![CDATA[Terry Cavanagh picks up 'proper, meaty puzzle game,' Halting Problem]]></title><link>http://www.joystiq.com/2013/05/19/terry-cavanagh-picks-up-proper-meaty-puzzle-game-halting-pro/</link><guid isPermaLink="true">http://www.joystiq.com/2013/05/19/terry-cavanagh-picks-up-proper-meaty-puzzle-game-halting-pro/</guid><comments>http://www.joystiq.com/2013/05/19/terry-cavanagh-picks-up-proper-meaty-puzzle-game-halting-pro/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2013/05/19/terry-cavanagh-picks-up-proper-meaty-puzzle-game-halting-pro/"><img alt="Terry Cavanagh working on 'Halting Problem,' a puzzle game" data-src-height="344" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/halting.jpg" /></a></div>
Terry Cavanagh throws <a href="http://www.joystiq.com/2013/05/01/unfinished-business-super-hexagon-creator-reveals-his-abandonwa/">a ton of game ideas</a> into the online hive mind, and it looks like he found one that sticks with <em>Halting Problem </em>(tentative title). Last week Cavanagh posted a set of Vines - "<a href="https://twitter.com/terrycavanagh/status/334445483848245250">Pushing a block</a>" and "<a href="https://twitter.com/terrycavanagh/status/335167683987378176">Fistbump</a>" - and this weekend he wrote in <a href="http://distractionware.com/blog/2013/05/halting-problem-screenshotsaturday/">his blog</a> that <em>Halting Problem</em> will probably be his "main focus for a while."<br />
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"A proper, meaty puzzle game is something I've wanted to make for ages, and I'm having lots of fun just messing around with the mechanics for this one and seeing what I can make out of them," Cavanagh said. It's inspired by <a href="http://caravelgames.com/Articles/Games_2/TCB.html"><em>DROD</em></a>, but also things like <a href="http://qrostar.skr.jp/index.cgi?lang=en">Qrostar games</a>, <a href="http://www.zachtronicsindustries.com/">Zachtronic games</a>, and my flatmate <a href="http://www.increpare.com/">Increpare's games</a>."<br />
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Cavanagh said he's really excited about this one - and so is that happy little sprite.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/05/19/terry-cavanagh-picks-up-proper-meaty-puzzle-game-halting-pro/">Terry Cavanagh picks up 'proper, meaty puzzle game,' Halting Problem</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 19 May 2013 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/05/19/terry-cavanagh-picks-up-proper-meaty-puzzle-game-halting-pro/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20575211/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/05/19/terry-cavanagh-picks-up-proper-meaty-puzzle-game-halting-pro/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>halting-problem</category><category>Indie</category><category>pc</category><category>terry-cavanagh</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Sun, 19 May 2013 18:00:00 EST</pubDate></item><item><title><![CDATA[Reus, 2D god game featuring four giants, blows through PC today]]></title><link>http://www.joystiq.com/2013/05/16/reus-2d-god-game-featuring-four-giants-blows-through-pc-today/</link><guid isPermaLink="true">http://www.joystiq.com/2013/05/16/reus-2d-god-game-featuring-four-giants-blows-through-pc-today/</guid><comments>http://www.joystiq.com/2013/05/16/reus-2d-god-game-featuring-four-giants-blows-through-pc-today/#comments</comments><description><![CDATA[<div style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="298" src="http://www.youtube.com/embed/TeaiE9DyBUk?wmode=opaque" width="530"></iframe><br />
 <a href="http://www.joystiq.com/2013/05/16/reus-2d-god-game-featuring-four-giants-blows-through-pc-today/"><img alt="Reus is a 2D god game that doesn't suck, Rami says" class="hidden" data-src-height="298" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/reus.jpg" /></a></div>
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<a href="http://www.reusgame.com/"><em>Reus</em></a>, the 2D god game from Abbey Games, is available today, <em>right now</em>, for $10 (&euro;10, &pound;7) on <a href="http://store.steampowered.com/app/222730/">Steam</a>, <a href="http://www.gog.com/gamecard/reus">GOG</a>, <a href="http://www.desura.com/games/reus">Desura</a> and <a href="http://www.gamersgate.com/DD-REUS/reus">Gamersgate</a>. It's PC only for now, with Mac and Linux ports planned.<br />
<br />
<em>Reus</em> offers a twist on the standard god game narrative, asking players to find balance in the world by controlling nature with four giants. The humans have a strong will of their own, and the player is tasked with ensuring they can thrive, but not too much, lest they become corrupted and destroy the planet.<br />
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<em>Reus</em> is on sale on Steam, GOG and Desura, for 10 percent off ($9). If you want to show Abbey Games your full monetary appreciation today, Gamersgate is the way to go.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/05/16/reus-2d-god-game-featuring-four-giants-blows-through-pc-today/">Reus, 2D god game featuring four giants, blows through PC today</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 16 May 2013 20:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/05/16/reus-2d-god-game-featuring-four-giants-blows-through-pc-today/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20572451/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/05/16/reus-2d-god-game-featuring-four-giants-blows-through-pc-today/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>2d</category><category>abbey-games</category><category>god-game</category><category>Indie</category><category>pc</category><category>reus</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Thu, 16 May 2013 20:00:00 EST</pubDate></item><item><title><![CDATA[Indie platform confessional: Steam, Humble Store, Apple, Android]]></title><link>http://www.joystiq.com/2013/05/16/indie-platform-confessional-steam-humble-store-apple-android/</link><guid isPermaLink="true">http://www.joystiq.com/2013/05/16/indie-platform-confessional-steam-humble-store-apple-android/</guid><comments>http://www.joystiq.com/2013/05/16/indie-platform-confessional-steam-humble-store-apple-android/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2013/05/16/indie-platform-confessional-steam-humble-store-apple-android/"><img alt="Indie platform confessional Steam, Humble Store, Apple, Android" data-src-height="360" data-src-width="599" src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/indie-confessional.jpg" /></a></div>

<div>The internet is kind of like a classic confessional - except it's not a box, it's a lot brighter and <em>everyone</em> can hear what you have to say. Still, we asked a handful of independent developers for their thoughts on what exactly makes a platform effective, and they spilled it all, dissecting the pros and cons of the <a href="http://www.joystiq.com/2013/05/14/steam-is-king-in-service-wars-humble-store-a-sleeping-giant-in/">most popular, current models of distibution</a>.<br />
<br />
Today, we feature answers from <em>Ridiculous Fishing</em>'s Rami Ismail, <em>Canabalt</em>'s Adam Saltsman, <em>Octodad</em>'s Philip Tibitoski, <em>Retro City Rampage</em>'s Brian Provinciano and others. This group of developers had specific thoughts about Steam, the Humble Store, Apple's app stores and the Android hub, Google Play.<br />
<br />
This follows <a href="http://www.joystiq.com/2013/05/15/indie-platform-confessional-psn-xbla-eshop-all-of-the-above/">yesterday's batch of answers</a> from the Steam, Humble Store, iOS and Android camps. Let the confessions begin:</div><p><a href="http://www.joystiq.com/2013/05/16/indie-platform-confessional-steam-humble-store-apple-android/" rel="bookmark">Continue reading <em>Indie platform confessional: Steam, Humble Store, Apple, Android</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/05/16/indie-platform-confessional-steam-humble-store-apple-android/">Indie platform confessional: Steam, Humble Store, Apple, Android</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 16 May 2013 16:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/05/16/indie-platform-confessional-steam-humble-store-apple-android/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20572353/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/05/16/indie-platform-confessional-steam-humble-store-apple-android/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>android</category><category>Indie</category><category>indie-confessional</category><category>ios</category><category>ipad</category><category>iphone</category><category>mobile</category><category>pc</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Thu, 16 May 2013 16:30:00 EST</pubDate></item><item><title><![CDATA['Horizon' is an E3 alternative from Venus Patrol and MOCAtv]]></title><link>http://www.joystiq.com/2013/05/16/horizon-is-an-e3-alternative-from-venus-patrol-and-mocatv/</link><guid isPermaLink="true">http://www.joystiq.com/2013/05/16/horizon-is-an-e3-alternative-from-venus-patrol-and-mocatv/</guid><comments>http://www.joystiq.com/2013/05/16/horizon-is-an-e3-alternative-from-venus-patrol-and-mocatv/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2013/05/16/horizon-is-an-e3-alternative-from-venus-patrol-and-mocatv/"><img alt="'Horizon' is an E3 alternative from Venus Patrol and MOCAtv" data-src-height="298" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/horizon.jpg" /></a></div>
<a href="http://www.joystiq.com/tag/venus-patrol">Venus Patrol</a>, the website "in search of beautiful things from the world of video games," is hosting a special event called <a href="http://venuspatrol.com/2013/05/venus-patrol-mocatv-present-horizon-an-alternative-e3-press-conference/">Horizon</a> as an alternative to E3's usual bluster this year. The event will be held in partnership with the LA Museum of Contemporary Art's video channel, <a href="http://www.youtube.com/user/MOCATV?feature=watch">MOCAtv</a>. Horizon will have "a lineup of beautiful games" on display, though that lineup is currently top secret.<br />
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Venus Patrol is promising projects from studios of all sizes, adding that Horizon will "showcase new looks at and details about some games you may have already heard of, as well as brand new games from some of your favorite developers, and very possibly some super secret new surprises that will be entirely unexpected." We're going to guess that none of those surprises involve Call of Duty DLC exclusivity agreements.<br />
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Horizon is slated to go down on Thursday, June 13, the last day of E3. Assuming the event goes well, Venus Patrol hopes the event will become an E3 tradition.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/05/16/horizon-is-an-e3-alternative-from-venus-patrol-and-mocatv/">'Horizon' is an E3 alternative from Venus Patrol and MOCAtv</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 16 May 2013 11:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/05/16/horizon-is-an-e3-alternative-from-venus-patrol-and-mocatv/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20572110/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/05/16/horizon-is-an-e3-alternative-from-venus-patrol-and-mocatv/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>e3-2013</category><category>horizon</category><category>independent</category><category>indie</category><category>moca</category><category>mocatv</category><category>venus-patrol</category><dc:creator><![CDATA[Richard Mitchell]]></dc:creator><pubDate>Thu, 16 May 2013 11:30:00 EST</pubDate></item><item><title><![CDATA[Fotonica lands a $1 sale for six days]]></title><link>http://www.joystiq.com/2013/05/15/fotonica-lands-a-1-sale-for-six-days/</link><guid isPermaLink="true">http://www.joystiq.com/2013/05/15/fotonica-lands-a-1-sale-for-six-days/</guid><comments>http://www.joystiq.com/2013/05/15/fotonica-lands-a-1-sale-for-six-days/#comments</comments><description><![CDATA[<div style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="298" mozallowfullscreen="" src="http://player.vimeo.com/video/26538667?portrait=0" webkitallowfullscreen="" width="530"></iframe><br />
 <a class="hidden" href="http://www.joystiq.com/2013/05/15/fotonica-lands-a-1-sale-for-six-days/"><img alt="Fotonica lands a $1 sale for six days" data-src-height="331" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/foto.jpg" /></a></div>
<br />
 <em><a href="http://www.joystiq.com/tag/fotonica/">Fotonica</a></em> comes from Italian development house Santa Ragione, which makes sense considering how positively <em>vogue</em> the game is. It's a one-button, first-person runner in duotone with a smooth, blippy soundtrack - and right now <a href="http://www.fotonica-game.com/">it's all just $1</a>. <em>Fotonica</em> is 80 percent off direct from Santa Ragione's site (using that handy <a href="http://www.joystiq.com/2013/05/14/steam-is-king-in-service-wars-humble-store-a-sleeping-giant-in/">Humble Store widget</a>), now and for six more days.<br />
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 <em>Fotonica</em> supports PC, Mac and Linux, and it's available through Desura, Indievania, OnLive and the Mac App Store, though that $1 deal is via Santa Ragione only. The developers would like to see <em>Fotonica</em> on Steam and are making a leap with <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=109260745">Greenlight</a> - if it gets voted in, Santa Ragione will create new levels, modes and music for all <em>Fotonica</em> players.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/05/15/fotonica-lands-a-1-sale-for-six-days/">Fotonica lands a $1 sale for six days</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 15 May 2013 20:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/05/15/fotonica-lands-a-1-sale-for-six-days/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20570947/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/05/15/fotonica-lands-a-1-sale-for-six-days/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>fotonica</category><category>humble-store</category><category>Indie</category><category>Linux</category><category>mac</category><category>pc</category><category>sale</category><category>santa-ragione</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Wed, 15 May 2013 20:00:00 EST</pubDate></item><item><title><![CDATA[Indie platform confessional: PSN, XBLA, eShop, 'all of the above']]></title><link>http://www.joystiq.com/2013/05/15/indie-platform-confessional-psn-xbla-eshop-all-of-the-above/</link><guid isPermaLink="true">http://www.joystiq.com/2013/05/15/indie-platform-confessional-psn-xbla-eshop-all-of-the-above/</guid><comments>http://www.joystiq.com/2013/05/15/indie-platform-confessional-psn-xbla-eshop-all-of-the-above/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2013/05/15/indie-platform-confessional-psn-xbla-eshop-all-of-the-above/"><img alt="Indie platform confessional, part 1 PSN, XBLA, eShop, 'all of the above'" data-src-height="313" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/indie-header-1.jpg" /></a></div>
The internet is kind of like a classic confessional - except it's not a box, it's a lot brighter and <em>everyone</em> can hear what you have to say. Still, we asked a handful of independent developers for their thoughts on what exactly makes a platform effective, and they spilled it all, dissecting the pros and cons of the <a href="http://www.joystiq.com/2013/05/14/steam-is-king-in-service-wars-humble-store-a-sleeping-giant-in/">most popular, current models of distibution</a>.<br />
<br />
Today, we feature answers from <em>SpyParty</em>'s Chris Hecker, <em>Retro City Rampage</em>'s Brian Provinciano, Ska Studios' James Silva, <em>Thomas Was Alone</em>'s Mike Bithell, and others. This group of developers had specific thoughts about Sony's PlayStation Network, Microsoft's Xbox Live Indie Games and Arcade services, the Nintendo eShop, and the dream of having it all.<br />
<br />
Tomorrow we'll feature answers from the Steam, Humble Store, iOS and Android camps. Let the confessions begin:<p><a href="http://www.joystiq.com/2013/05/15/indie-platform-confessional-psn-xbla-eshop-all-of-the-above/" rel="bookmark">Continue reading <em>Indie platform confessional: PSN, XBLA, eShop, 'all of the above'</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/05/15/indie-platform-confessional-psn-xbla-eshop-all-of-the-above/">Indie platform confessional: PSN, XBLA, eShop, 'all of the above'</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 15 May 2013 15:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/05/15/indie-platform-confessional-psn-xbla-eshop-all-of-the-above/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20570243/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/05/15/indie-platform-confessional-psn-xbla-eshop-all-of-the-above/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Indie</category><category>indie-confessional</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Wed, 15 May 2013 15:30:00 EST</pubDate></item><item><title><![CDATA[Andy Schatz lets slip scrapped competitive modes for Monaco]]></title><link>http://www.joystiq.com/2013/05/14/andy-schatz-lets-slip-scrapped-competitive-modes-for-monaco/</link><guid isPermaLink="true">http://www.joystiq.com/2013/05/14/andy-schatz-lets-slip-scrapped-competitive-modes-for-monaco/</guid><comments>http://www.joystiq.com/2013/05/14/andy-schatz-lets-slip-scrapped-competitive-modes-for-monaco/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2013/05/14/andy-schatz-lets-slip-scrapped-competitive-modes-for-monaco/"><img alt="Andy Schatz and Austin Wintory AMA" data-src-height="331" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/monaco-hacking-the-embassy.jpg" /></a></div>
Andy Schatz took some time off from thievery in his recent release, <a href="http://www.joystiq.com/game/monaco"><em>Monaco</em></a>, and sat down with the fine people of <a href="http://www.reddit.com/r/IAmA/comments/1e2qq0/i_am_steamconquering_andy_schatz_and_he_is/">Reddit</a> to answer all of the questions they threw at him, such as, "Which features didn't make it into the game?"<br />
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"Cops and Robbers, and Thief vs Thief," Schatz <a href="http://www.reddit.com/r/IAmA/comments/1e2qq0/i_am_steamconquering_andy_schatz_and_he_is/c9w7vjz">replied</a>. "We wanted to add two additional competitive game modes to the game. We got them to playable, but we discovered that for both modes the balance didn't really work within the existing levels."<br />
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Thief vs Thief had players compete in a single stage, to see who could collect the most coins, grab the trophy and get out first - but the player who left the gate first had a huge advantage, sucking up all of the coins, and the mode didn't turn out to be as fun as Schatz had hoped, he said. Cops and Robbers added a police officer to every level, but the early stages were too easy and the later stages too difficult.<br />
<br />
With some tweaks, Schatz said he hoped to bring Cops and Robbers to <em>Monaco </em>"at some point," possibly as DLC.<br />
<br />
 <em>Monaco</em>'s characters evolved along with the gameplay, and Schatz described <a href="http://www.reddit.com/r/IAmA/comments/1e2qq0/i_am_steamconquering_andy_schatz_and_he_is/c9w99za">how each of them spawned</a>, early in development: "The Gentleman used to be a hypnotist, The Lookout used to be the Prowler (parkour expert), The Mole used to be The Muscle, The Pickpocket used to be The Rat (could rat out teammates to save himself). The Redhead had a taser or a pistol at one point. The Pickpocket started out as dwarf twins instead of a man with a monkey." <em>Stranger things.</em><br />
<br />
Once <em>Monaco</em>'s final touches were all settled, Schatz said he had an idea to develop a "<em>good</em> console RTS (or at least simple-controls RTS) that is as strategically as deep as the competitive RTSes." First, he has to work on the <em>Monaco</em> level editor, expansions and maybe more ports - he singled out <a href="http://www.reddit.com/r/IAmA/comments/1e2qq0/i_am_steamconquering_andy_schatz_and_he_is/c9w7yk7">Vita and PS4</a>, while Mac and Linux ports are already on the books.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/05/14/andy-schatz-lets-slip-scrapped-competitive-modes-for-monaco/">Andy Schatz lets slip scrapped competitive modes for Monaco</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 14 May 2013 21:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/05/14/andy-schatz-lets-slip-scrapped-competitive-modes-for-monaco/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20568679/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/05/14/andy-schatz-lets-slip-scrapped-competitive-modes-for-monaco/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>andy-schatz</category><category>Indie</category><category>microsoft</category><category>monaco</category><category>pc</category><category>Pocketwatch-Games</category><category>reddit</category><category>reddit-ama</category><category>xbox</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Tue, 14 May 2013 21:15:00 EST</pubDate></item><item><title><![CDATA[The Novelist takes 'ghostwriting' to a new, emotional level]]></title><link>http://www.joystiq.com/2013/05/13/the-novelist-takes-ghostwriting-to-a-new-emotional-level/</link><guid isPermaLink="true">http://www.joystiq.com/2013/05/13/the-novelist-takes-ghostwriting-to-a-new-emotional-level/</guid><comments>http://www.joystiq.com/2013/05/13/the-novelist-takes-ghostwriting-to-a-new-emotional-level/#comments</comments><description><![CDATA[<div style="text-align: center;"><iframe allowfullscreen="" frameborder="0" height="298" src="http://www.youtube.com/embed/_m7rmb3QrN8?wmode=opaque" width="530"></iframe><br />
 <a class="hidden" href="http://www.joystiq.com/2013/05/13/the-novelist-takes-ghostwriting-to-a-new-emotional-level/"><img alt="The Novelist takes 'ghostwriting' to a new, emotional level" class="hidden" data-src-height="298" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/novelistscreen2-1024x576.jpg" /></a></div>
<br />
 <em><a href="http://www.thenovelistgame.com/">The Novelist</a></em> stars three characters: Dan Kaplan, a father attempting to finish writing the most important book of his career; Dan's wife and their young son - and you won't play as any of these people. Instead, players control an omniscient presence in the family's summer cabin, able to watch their daily lives, read their thoughts, enter their memories and influence their actions. The only catch is that the ghost must stay out of sight.<br />
<br />
"It's up to you to decide how Dan's career and family life will evolve, but choose carefully; there are no easy answers, and every choice has a cost," <em>The Novelist</em>'s description reads. "Dan's relationships - to his work, his wife and his son - react and shift in response to your choices. With a different sequence of events in every playthrough, The Novelist gives life to a unique experience each time you play.<br />
<br />
"The decisions you make will define the Kaplans' lives, but they may also tell you something about yourself."<br />
<br />
 <em>The Novelist</em> is the brain child of Kent Hudson, who worked on AAA titles such as <em>BioShock 2</em>, <em>Thief: Deadly Shadows</em>, <em>Deus Ex: Invisible War</em>, <em>The Bureau: XCOM Declassified</em>, and maybe even more games with subtitles. He left the mainstream industry in 2011, and has been working on <em>The Novelist</em> ever since. We hope he wasn't working <em>all</em> the time, though - all work and no play make Kent a dull boy.<br />
<br />
 <em>The Novelist</em> is due out on PC and Mac this summer, with pre-orders live now at a 25 percent discount ($15) <a href="http://www.thenovelistgame.com/">via Hudson's site</a>, with a <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=144549818">Steam Greenlight</a> page ready to roll.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/the-novelist/">The Novelist</a></strong></p><a href="http://www.joystiq.com/photos/the-novelist/#5876718"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/novelistscreen1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-novelist/#5876719"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/novelistscreen2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-novelist/#5876720"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/novelistscreen3_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-novelist/#5876721"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/novelistscreen4_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-novelist/#5876722"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/novelistscreen5_thumbnail.jpg" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/05/13/the-novelist-takes-ghostwriting-to-a-new-emotional-level/">The Novelist takes 'ghostwriting' to a new, emotional level</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 13 May 2013 22:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/05/13/the-novelist-takes-ghostwriting-to-a-new-emotional-level/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20567470/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/05/13/the-novelist-takes-ghostwriting-to-a-new-emotional-level/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Indie</category><category>kent-hudson</category><category>mac</category><category>pc</category><category>pre-order</category><category>the-novelist</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Mon, 13 May 2013 22:00:00 EST</pubDate></item><item><title><![CDATA[32 indie games show off in a super sale for five more days]]></title><link>http://www.joystiq.com/2013/05/13/32-indie-games-show-off-in-a-super-sale-for-five-more-days/</link><guid isPermaLink="true">http://www.joystiq.com/2013/05/13/32-indie-games-show-off-in-a-super-sale-for-five-more-days/</guid><comments>http://www.joystiq.com/2013/05/13/32-indie-games-show-off-in-a-super-sale-for-five-more-days/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2013/05/13/32-indie-games-show-off-in-a-super-sale-for-five-more-days/"><img alt="We'll show you 32 indie games that are on sale for the next five days" data-src-height="344" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/ss4295f5ea67c0ea8dc815ea85babb44b7a81d7177.jpg" /></a></div>
For the next five days, Show Me the Games is hosting a super sale on 32 indie games, with all of the money going straight to the developers, no middle man and no cuts. Games on sale for up to 75 percent off include<em> <a href="http://www.joystiq.com/tag/offspring-fling">Offspring Fling</a>, <a href="http://www.joystiq.com/game/voxatron">Voxatron</a>, <a href="http://www.joystiq.com/tag/gratuitous-space-battles">Gratuitous Space Battles</a>, <a href="http://www.joystiq.com/tag/revenge-of-the-titans">Revenge of the Titans</a>, <a href="http://www.joystiq.com/game/and-yet-it-moves">And Yet it Moves</a>, <a href="http://www.joystiq.com/tag/dangerous-high-school-girls-in-trouble/">Dangerous High School Girls in Trouble</a>, <a href="http://www.joystiq.com/tag/democracy-2">Democracy 2</a>, <a href="http://www.joystiq.com/game/space-pirates-and-zombies">Space Pirates and Zombies</a></em>, and <a href="http://www.joystiq.com/game/beat-hazard-ultra"><em>Beat Hazard Ultra</em></a>.<br />
<br />
 <em>Whew</em>. The full lineup of on-sale indies can be found at <a href="http://www.showmethegames.com/sales.php">Show Me the Sales</a>, a project of Show Me the Games, and wherein 32 developers are probably thinking, "Show me the money."<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/05/13/32-indie-games-show-off-in-a-super-sale-for-five-more-days/">32 indie games show off in a super sale for five more days</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 13 May 2013 14:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/05/13/32-indie-games-show-off-in-a-super-sale-for-five-more-days/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20566809/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/05/13/32-indie-games-show-off-in-a-super-sale-for-five-more-days/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Indie</category><category>mac</category><category>pc</category><category>sale</category><category>show-me-the-games</category><category>show-me-the-money</category><category>show-me-the-sales</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Mon, 13 May 2013 14:15:00 EST</pubDate></item><item><title><![CDATA[ANNE passes its Kickstarter goal with more than a week to go]]></title><link>http://www.joystiq.com/2013/05/12/anne-passes-its-kickstarter-goal-with-more-than-a-week-to-go/</link><guid isPermaLink="true">http://www.joystiq.com/2013/05/12/anne-passes-its-kickstarter-goal-with-more-than-a-week-to-go/</guid><comments>http://www.joystiq.com/2013/05/12/anne-passes-its-kickstarter-goal-with-more-than-a-week-to-go/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2013/05/12/anne-passes-its-kickstarter-goal-with-more-than-a-week-to-go/"><img alt="ANNE reaches Kickstarter goal with 11 days left" data-src-height="365" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/image-255602-full.jpg" /></a></div>
<a href="http://www.joystiq.com/tag/anne/"><em>ANNE</em></a>, the 2D nostalgia-laden platformer from developer Mo, hit its $70,000 Kickstarter goal, and from today it still has nine days left to earn more money. In a multilingual <a href="http://www.kickstarter.com/projects/1445624543/anne/posts/478321">thank you update</a>, Mo said words couldn't express his gratitude, so he created the happy robot image above.<br />
<br />
"For sure the money is what will allow me to get the job done, but knowing that there are people like you out there that believe in my game, in me, just this is worth more than money," Mo said.<br />
<br />
The first stretch goal for <em>ANNE</em> is $80,000 and it would add Mac and Linux versions of the game to Mo's development schedule. At $90,000, <em>ANNE </em>would have achievements and a Gender Swap mode, and later stretch goals (up to $150,000), add Ouya, PSN, Vita and Wii U versions.<br />
<br />
<em>ANNE</em> is a combination of ideas from some of Mo's favorite 16-bit games, including Mega Man, Contra, Gradius and <em>Super Metroid</em>. That last one was a big inspiration, <a href="http://www.joystiq.com/2013/04/26/anne-kickstarter-moise-breton-interview/">Mo told Joystiq in April</a>.<br />
<br />
"I remember at the beginning, you had this amazing ship," he said. "A crazy sprite landing slowly and then, the next thing you know, you're just on foot. And I was just, 'What a tease.' What if you could actually go in [the ship] and fly? What would that look like, and how fun would that be? So basically, it's picking up from just questioning myself and just trying to see what, you know, what am I really looking for as a player right now?"<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/05/12/anne-passes-its-kickstarter-goal-with-more-than-a-week-to-go/">ANNE passes its Kickstarter goal with more than a week to go</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sun, 12 May 2013 13:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/05/12/anne-passes-its-kickstarter-goal-with-more-than-a-week-to-go/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20566033/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/05/12/anne-passes-its-kickstarter-goal-with-more-than-a-week-to-go/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>anne</category><category>Indie</category><category>kickstarter</category><category>mo</category><category>pc</category><category>super-metroid</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Sun, 12 May 2013 13:30:00 EST</pubDate></item><item><title><![CDATA[Steam Greenlight pulls in 2 million voters, has a chat with its indies]]></title><link>http://www.joystiq.com/2013/05/09/steam-greenlight-pulls-in-2-million-voters-has-a-chat-with-its/</link><guid isPermaLink="true">http://www.joystiq.com/2013/05/09/steam-greenlight-pulls-in-2-million-voters-has-a-chat-with-its/</guid><comments>http://www.joystiq.com/2013/05/09/steam-greenlight-pulls-in-2-million-voters-has-a-chat-with-its/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2013/05/09/steam-greenlight-pulls-in-2-million-voters-has-a-chat-with-its/"><img alt="Steam Greenlight pulls in 2 million voters, has a chat with its indies" data-src-height="118" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/greenlightbrowselogo.jpg" /></a></div>
Getting accepted through Steam's community-voting service, Greenlight, is an ongoing, complex project for many indie developers - and for Steam itself. Valve <a href="https://crunchingkoalas.com/improving_steam_greenlight_aka_complete_waste_of_time/">hosted a chat</a> with Greenlight developers this week to discuss concerns, suggestions and propose what Greenlight may look like in the future.<br />
<br />
Valve is "actively looking into" releasing the Steamworks API so developers can prepare their games prior to being Greenlit, though it has no timeframe to make that public. Currently all games go to the same Greenlight, but Valve said it would discuss the idea of separating the service by "games that are ready to go" and "games that are in development."<br />
<br />
On May 1, Valve Greenlit a <a href="http://www.joystiq.com/2013/05/01/steam-greenlight-gets-a-mini-round-edge-of-space-papers-pleas/">mini batch</a> of games, and this system will most likely be the new standard, the team said: "Unfortunately, we have limited resources at the moment, so we cannot ship every game that we want. We're working toward having an open platform that Gabe has talked about, but we're not there yet."<p><a href="http://www.joystiq.com/2013/05/09/steam-greenlight-pulls-in-2-million-voters-has-a-chat-with-its/" rel="bookmark">Continue reading <em>Steam Greenlight pulls in 2 million voters, has a chat with its indies</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/05/09/steam-greenlight-pulls-in-2-million-voters-has-a-chat-with-its/">Steam Greenlight pulls in 2 million voters, has a chat with its indies</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 09 May 2013 20:37:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/05/09/steam-greenlight-pulls-in-2-million-voters-has-a-chat-with-its/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20564401/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/05/09/steam-greenlight-pulls-in-2-million-voters-has-a-chat-with-its/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>crowdsourcing</category><category>greenlight</category><category>Indie</category><category>Linux</category><category>mac</category><category>pc</category><category>STEAM</category><category>steam-greenlight</category><category>valve</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Thu, 09 May 2013 20:37:00 EST</pubDate></item><item><title><![CDATA[Toejam &amp; Earl creator developing Doki-Doki Universe for PS4, PS3, Vita]]></title><link>http://www.joystiq.com/2013/05/07/toejam-and-earl-creator-developing-doki-doki-universe-for-ps4-ps3/</link><guid isPermaLink="true">http://www.joystiq.com/2013/05/07/toejam-and-earl-creator-developing-doki-doki-universe-for-ps4-ps3/</guid><comments>http://www.joystiq.com/2013/05/07/toejam-and-earl-creator-developing-doki-doki-universe-for-ps4-ps3/#comments</comments><description><![CDATA[<div style="text-align: center;"><img alt="Toejam &amp; Earl creator developing DokiDoki Universe for PS4, PS3, PS Vita" data-src-height="301" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/130507dokidoki.jpg" /></div>
Greg Johnson, creator of the funky Sega Genesis classic <i>Toejam &amp; Earl</i>, is heading up studio HumaNature's development of <a href="http://blog.us.playstation.com/2013/05/07/doki-doki-universe-coming-to-ps4-ps3-and-ps-vita/"><i>Doki-Doki Universe</i></a>, a newly announced game for the PlayStation 4, PS3, and PS Vita.<br />
<br />
 <i>Doki-Doki Universe</i>, which Johnson describes as an "RPG/Simulation/Interactive Story game," stars an abandoned robot who travels across the universe and interacts with a host of living creatures, growing more human-like as the narrative progresses. The expansive game world features a wide variety of collectible items and character-driven puzzles, and players will develop a unique, shareable personality profile as they play.<br />
<br />
 <i>Doki-Doki Universe</i> will launch as a free download that allows players to fly around the game's universe, take personality quizzes, and send animated cross-platform messages via the included Doki-Doki Mail messaging app. The game's full story mode will be available as add-on content.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/doki-doki-universe/">Doki-Doki Universe</a></strong></p><a href="http://www.joystiq.com/photos/doki-doki-universe/#5864782"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/doki-doki-universe-01_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/doki-doki-universe/#5864783"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/doki-doki-universe-02_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/doki-doki-universe/#5864784"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/doki-doki-universe-03_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/doki-doki-universe/#5864785"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/doki-doki-universe-04_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/doki-doki-universe/#5864787"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/doki-doki-universe-05_thumbnail.jpg" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/05/07/toejam-and-earl-creator-developing-doki-doki-universe-for-ps4-ps3/">Toejam &amp; Earl creator developing Doki-Doki Universe for PS4, PS3, Vita</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 07 May 2013 20:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/05/07/toejam-and-earl-creator-developing-doki-doki-universe-for-ps4-ps3/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20561279/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/05/07/toejam-and-earl-creator-developing-doki-doki-universe-for-ps4-ps3/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>doki-doki-universe</category><category>humanature</category><category>indie</category><category>playstation</category><category>playstation-vita</category><category>ps3</category><category>vita</category><dc:creator><![CDATA[Danny Cowan]]></dc:creator><pubDate>Tue, 07 May 2013 20:45:00 EST</pubDate></item><item><title><![CDATA[IGF finalist Hohokum launching next year for PS4, PS3, PS Vita]]></title><link>http://www.joystiq.com/2013/05/07/igf-finalist-hohokum-launching-next-year-for-ps4-ps3-ps-vita/</link><guid isPermaLink="true">http://www.joystiq.com/2013/05/07/igf-finalist-hohokum-launching-next-year-for-ps4-ps3-ps-vita/</guid><comments>http://www.joystiq.com/2013/05/07/igf-finalist-hohokum-launching-next-year-for-ps4-ps3-ps-vita/#comments</comments><description><![CDATA[<div style="text-align: center;"><img alt="IGF finalist Hohokum launching next year for PS4, PS3, PS Vita" data-src-height="298" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/130507hohokum.jpg" /></div>
Sony Santa Monica is working with artist Richard Hogg and <i>Frobisher Says!</i> developer <a href="http://www.joystiq.com/tag/honeyslug/">Honeyslug</a> to produce <a href="http://blog.us.playstation.com/2013/05/07/hohokum-coming-to-ps4-ps3-ps-vita-in-2014/"><i>Hohokum</i></a>, an upcoming title for the PlayStation 4, PS3, and PS Vita.<br />
<br />
Hogg describes <i>Hohokum</i> as a "whimsical colorful game with an emphasis on playful exploration and creativity." Players control a wormish, kite-like flying creature as they navigate a virtual playground and ferry around its inhabitants. It resembles Keita Takahashi's <i>Noby Noby Boy</i> in premise, and Hogg notes that the experience is free from the "usual pressures" common to video games, such as persistent hand-holding and failure states.<br />
<br />
<i>Hohokum</i> was named as a <a href="http://igf.com/2011/01/2011_independent_games_festiva_11.html">finalist</a> in the Excellence in Visual Arts category of 2011's Independent Games Festival. Hogg expects the game to launch in 2014.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/hohokum/">Hohokum</a></strong></p><a href="http://www.joystiq.com/photos/hohokum/#5864756"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/hohokum-01-1367961831_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/hohokum/#5864757"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/hohokum-02-1367961831_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/hohokum/#5864758"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/hohokum-03-1367961831_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/hohokum/#5864759"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/hohokum-04-1367961832_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/hohokum/#5864761"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/hohokum-00_thumbnail.jpg" alt="" title="" /></a></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/05/07/igf-finalist-hohokum-launching-next-year-for-ps4-ps3-ps-vita/">IGF finalist Hohokum launching next year for PS4, PS3, PS Vita</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 07 May 2013 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/05/07/igf-finalist-hohokum-launching-next-year-for-ps4-ps3-ps-vita/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20561166/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/05/07/igf-finalist-hohokum-launching-next-year-for-ps4-ps3-ps-vita/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>hohokum</category><category>honeyslug</category><category>indie</category><category>playstation</category><category>playstation-4</category><category>playstation-vita</category><category>ps3</category><category>ps4</category><category>scea</category><category>scea-santa-monica</category><category>vita</category><dc:creator><![CDATA[Danny Cowan]]></dc:creator><pubDate>Tue, 07 May 2013 19:00:00 EST</pubDate></item><item><title><![CDATA[Candy Box: first you get the sugar, then you get the power]]></title><link>http://www.joystiq.com/2013/05/06/candy-box-first-you-get-the-sugar-then-you-get-the-power/</link><guid isPermaLink="true">http://www.joystiq.com/2013/05/06/candy-box-first-you-get-the-sugar-then-you-get-the-power/</guid><comments>http://www.joystiq.com/2013/05/06/candy-box-first-you-get-the-sugar-then-you-get-the-power/#comments</comments><description><![CDATA[<div style="text-align: center;"><a href="http://www.joystiq.com/2013/05/07/candy-box-first-you-get-the-sugar-then-you-get-the-power/"><img alt="Candy Box first you get the sugar, then you get the power" data-src-height="340" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/130506candybox.png" /></a></div>
<br />
Over the last week, your Twitter friends may have said some things that raised your concern. Perhaps you heard them mutter about eating thousands of candies in one sitting, or maybe they've been spouting nonsense about the lucrative field of lollipop farming.<br />
<br />
To ease your worries: no, your friends haven't lost their minds. Instead, they've lost their <i>souls</i> to indie developer aniwey's <a href="http://candies.aniwey.net/"><i>Candy Box</i></a>, a free browser-based game that ensnares its players in an endless cycle of candy-trading mania.<br />
<br />
The setup resembles a Facebook social game, but progress is rapid, and the sense of reward is great. The game is rendered entirely in ASCII graphics, and gameplay involves little more than clicking buttons and watching numbers increase.<br />
<br />
 <i>Candy Box</i>'s addictive qualities will quickly win you over, however, if you find any sort of pleasure in grinding and stat-boosting. Your candy reserves will continue to grow even as the game sits unplayed in its own browser tab, and it's easy to check back on your hoard throughout the day. If you've lost hours to the likes of <a href="http://progressquest.com/"><i>Progress Quest</i></a> or <a href="http://www.kingdomofloathing.com/"><i>The Kingdom of Loathing</i></a>, you can expect to be similarly enthralled with <i>Candy Box</i>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/05/06/candy-box-first-you-get-the-sugar-then-you-get-the-power/">Candy Box: first you get the sugar, then you get the power</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 06 May 2013 22:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/05/06/candy-box-first-you-get-the-sugar-then-you-get-the-power/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20559840/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/05/06/candy-box-first-you-get-the-sugar-then-you-get-the-power/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>browser</category><category>candy-box</category><category>indie</category><category>pc</category><dc:creator><![CDATA[Danny Cowan]]></dc:creator><pubDate>Mon, 06 May 2013 22:30:00 EST</pubDate></item><item><title><![CDATA[The Joystiq Indie Pitch: Signal Ops]]></title><link>http://www.joystiq.com/2013/05/02/the-joystiq-indie-pitch-signal-ops/</link><guid isPermaLink="true">http://www.joystiq.com/2013/05/02/the-joystiq-indie-pitch-signal-ops/</guid><comments>http://www.joystiq.com/2013/05/02/the-joystiq-indie-pitch-signal-ops/#comments</comments><description><![CDATA[<p class="noted">It's not that there are too many indie games; it's that there aren't enough hours in a day to play all of them. The <a href="http://www.joystiq.com/tag/joystiq-indie-pitch/">Joystiq Indie Pitch</a> curates the best indies to play now and watch out for in the future.</p>

<div style="text-align: center;"><a href="http://www.joystiq.com/2013/05/02/the-joystiq-indie-pitch-signal-ops/"><img alt="The Joystiq Indie Pitch Signal Ops" data-src-height="298" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/screenie04-1367514697.jpg" /></a></div>
<strong>What's your game called and what's it about?</strong><br />
<br />
 <em>Signal Ops</em> has you assume the role of a handler, in charge of directing field agents on somewhat questionable missions. You do the bidding of one of the government's church divisions, seeking out traitors among other dirty work. As a seasoned officer, you stay back at base while the recruits go out and handle the dangerous bits. You won't be relaxing, though; these field operatives need constant supervision and someone to tell them what to do. It's a darkly comedic tale of clandestine operations, treachery, and doing what's wrong because it is right.<br />
<br />
 <strong>What's the coolest aspect of <em>Signal Ops</em>?</strong><br />
<br />
Just take a look! <em>Signal Ops</em> tasks the player with simultaneously controlling up to four agents from multiple first-person perspectives. Not only that, but they must also progress through missions strategically by seeking out power for your squad's radio, which is their lifeline to you. This coordination and tactics-first gameplay leads to tense and often challenging decisions on how to approach the many obstacles and puzzles that are thrown your way.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/signal-ops/">Signal Ops</a></strong></p><a href="http://www.joystiq.com/photos/signal-ops/#5855533"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/screenie01_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/signal-ops/#5855534"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/screenie02-1367514362_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/signal-ops/#5855535"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/screenie03_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/signal-ops/#5855536"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/screenie04_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/signal-ops/#5855537"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/screenie05_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2013/05/02/the-joystiq-indie-pitch-signal-ops/" rel="bookmark">Continue reading <em>The Joystiq Indie Pitch: Signal Ops</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/05/02/the-joystiq-indie-pitch-signal-ops/">The Joystiq Indie Pitch: Signal Ops</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 02 May 2013 14:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/05/02/the-joystiq-indie-pitch-signal-ops/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20556304/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/05/02/the-joystiq-indie-pitch-signal-ops/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Indie</category><category>joystiq-indie-pitch</category><category>pc</category><category>signal-ops</category><category>space-bullet</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Thu, 02 May 2013 14:15:00 EST</pubDate></item><item><title><![CDATA[Dream Fishing will make your day better]]></title><link>http://www.joystiq.com/2013/05/01/dream-fishing-will-make-your-day-better/</link><guid isPermaLink="true">http://www.joystiq.com/2013/05/01/dream-fishing-will-make-your-day-better/</guid><comments>http://www.joystiq.com/2013/05/01/dream-fishing-will-make-your-day-better/#comments</comments><description><![CDATA[<center><a href="http://www.joystiq.com/2013/05/01/dream-fishing-will-immediately-make-your-day-better/" target="_self"><img alt="Dream Fishing will immediately make your day better" data-src-height="331" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/05/dreamfishing.png" /></a></center>
<em>Dream Fishing</em> is a first-person fishing game built in Unity. It runs <a href="http://www.sophiehoulden.com/games/dreamfishing/">in browser</a> or as a client on <a href="http://www.freeindiegam.es/2013/05/dream-fishing-sophie-houlden/">PCs, Macs and Linux</a> machines, and was built by <a href="http://www.sophiehoulden.com/games/">Sophie Houlden</a> over the course of 48 hours for the most recent <a href="http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&amp;uid=36">Ludum Dare</a>. In unspecific terms, <em>Dream Fishing</em> is the gaming equivalent of a warm mug of chai tea, or a blanket fresh from the dryer.<br />
<br />
Players navigate a glowing, peaceful pond in first person, catching helpful fish that dispense homespun wisdom and non sequiturs as quaint piano sounds punctuate their footsteps. Just, don't listen to the grey-and-black fish. He isn't as helpful or as uplifting as the rest of them.<br />
<br />
A time lapse video of Houlden's 48-hour creative process, including crucial Azumanga Daioh breaks, has been tucked away <a href="http://www.joystiq.com/2013/05/01/dream-fishing-will-immediately-make-your-day-better/#continued">after the jump</a>.<p><a href="http://www.joystiq.com/2013/05/01/dream-fishing-will-make-your-day-better/" rel="bookmark">Continue reading <em>Dream Fishing will make your day better</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/05/01/dream-fishing-will-make-your-day-better/">Dream Fishing will make your day better</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 01 May 2013 23:59:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/05/01/dream-fishing-will-make-your-day-better/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20555385/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/05/01/dream-fishing-will-make-your-day-better/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dream-fishing</category><category>indie</category><category>linux</category><category>ludum-dare</category><category>mac</category><category>pc</category><category>Sophie-Houlden</category><dc:creator><![CDATA[Jordan Mallory]]></dc:creator><pubDate>Wed, 01 May 2013 23:59:00 EST</pubDate></item><item><title><![CDATA[River City Ransom sequel announced, crowdfunding to begin this summer]]></title><link>http://www.joystiq.com/2013/04/27/river-city-ransom-sequel-announced-crowdfunding-to-begin-this-s/</link><guid isPermaLink="true">http://www.joystiq.com/2013/04/27/river-city-ransom-sequel-announced-crowdfunding-to-begin-this-s/</guid><comments>http://www.joystiq.com/2013/04/27/river-city-ransom-sequel-announced-crowdfunding-to-begin-this-s/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/04/27/river-city-ransom-sequel-announced-crowdfunding-to-begin-this-s/" target="_self"><img alt="River City Ransom sequel announced, crowdfunding to begin this summer" data-src-height="260" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/04/rivercityransom.png" /></a></div>Indie development house <a href="http://combitstudios.com/">Combit Studios</a> has announced that it will be partnering with <a href="http://en.wikipedia.org/wiki/River_City_Ransom#Game_Boy_Advance"><em>River City Ransom EX</em></a> developer Million to create "an official, worldwide follow-up to <em>River City Ransom.</em>" The game will be available for Windows in August of 2014, according to Combit's <a href="http://combitstudios.com/2013/04/river-city-ransom-announced/">official blog</a>.<br /><br />Further information will be released at a later date, leading up to an eventual crowd-funding drive scheduled for sometime this summer. In the meantime, an official <a href="http://rivercityransom.com/">placeholder website</a> will gladly add your email address to its mailing list.<br /><br />Combit Studios' project appears to be completely unrelated to <a href="http://www.joystiq.com/2011/03/25/river-city-ransom-2-barfing-on-japanese-wiiware-this-summer/">that other official sequel to <em>River City Ransom</em></a> that was announced back in 2011. Developed by Miracle Kidz and originally slated to launch on WiiWare sometime last year, <em>River City Ransom 2</em> was <a href="http://www.siliconera.com/2012/10/22/river-city-ransom-2-on-hold-developer-now-working-on-original-games/">shelved</a> in favor of original projects.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/04/27/river-city-ransom-sequel-announced-crowdfunding-to-begin-this-s/">River City Ransom sequel announced, crowdfunding to begin this summer</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Sat, 27 Apr 2013 19:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/04/27/river-city-ransom-sequel-announced-crowdfunding-to-begin-this-s/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20550746/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/04/27/river-city-ransom-sequel-announced-crowdfunding-to-begin-this-s/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>announcement</category><category>Combit-Studios</category><category>indie</category><category>Million</category><category>pc</category><category>release-window</category><category>River-City-Ranom</category><category>river-city-ransom-ex</category><category>sequel</category><dc:creator><![CDATA[Jordan Mallory]]></dc:creator><pubDate>Sat, 27 Apr 2013 19:30:00 EST</pubDate></item><item><title><![CDATA[Boston Festival of Indie Games offers PC game bundle as Kickstarter incentive]]></title><link>http://www.joystiq.com/2013/04/25/boston-festival-of-indie-games-offers-pc-game-bundle-as-kickstar/</link><guid isPermaLink="true">http://www.joystiq.com/2013/04/25/boston-festival-of-indie-games-offers-pc-game-bundle-as-kickstar/</guid><comments>http://www.joystiq.com/2013/04/25/boston-festival-of-indie-games-offers-pc-game-bundle-as-kickstar/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2013/04/25/boston-festival-of-indie-games-offers-pc-game-bundle-as-kickstar/"><img alt="Boston Festival of Indie Games offers PC game bundle as Kickstarter incentive" data-src-height="354" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/04/bostonfig.jpg" /></a></center>The <a href="http://www.joystiq.com/tag/boston-festival-of-indie-games/">Boston Festival of Indie Games</a> will return to MIT's campus in September, and organizers hope to make this year's show bigger, better, and less sweltering than last year's event with help from <a href="http://www.kickstarter.com/projects/bostonfig/boston-festival-of-indie-games-2013">Kickstarter</a> backers.<br /><br />Showcasing tabletop games, interactive art, and video games developed by local studios like Owlchemy Labs (<i>Snuggle Truck</i>) and Wadjet Eye Games (<i>Resonance</i>), the inaugural Boston Festival of Indie Games was a bigger success than its creators anticipated, attracting an estimated 2,000 attendees.<br /><br />"[Last year's] festival was a lot of fun, but it was cramped and hot," the Kickstarter pitch notes. "MIT's Stratton Student Center and Johnson Athletic Center will better accommodate the crowds, exhibitors and game developers at Boston Festival of Indie Games. Our goal is to have plenty of room for all the great features that come with the festival, like the game developer showcase, tabletop game play, art gallery, game jam, keynote speakers, films and much more."<br /><br />Backers who pledge $25 or more will receive an advance pass to 2013's event, along with the "Figgie Bundle," a downloadable PC game compilation that includes Subatomic Studios' <i>Fieldrunners</i>, Fire Hose Games' <i>Go Home Dinosaurs</i>, Popcannibal's <i>Fish Listening to the Radio</i>, and Binary Takeover's <i>Lost Marbles</i>. More titles will be added to the bundle as money continues to roll in.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/04/25/boston-festival-of-indie-games-offers-pc-game-bundle-as-kickstar/">Boston Festival of Indie Games offers PC game bundle as Kickstarter incentive</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 25 Apr 2013 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/04/25/boston-festival-of-indie-games-offers-pc-game-bundle-as-kickstar/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20549171/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/04/25/boston-festival-of-indie-games-offers-pc-game-bundle-as-kickstar/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>boston</category><category>boston-festival-of-indie-games</category><category>indie</category><category>kickstarter</category><category>pc</category><dc:creator><![CDATA[Danny Cowan]]></dc:creator><pubDate>Thu, 25 Apr 2013 17:00:00 EST</pubDate></item><item><title><![CDATA[Dustforce devs explain what they earned, what they learned]]></title><link>http://www.joystiq.com/2013/04/17/dustforce-devs-explain-what-they-earned-what-they-learned/</link><guid isPermaLink="true">http://www.joystiq.com/2013/04/17/dustforce-devs-explain-what-they-earned-what-they-learned/</guid><comments>http://www.joystiq.com/2013/04/17/dustforce-devs-explain-what-they-earned-what-they-learned/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/04/17/dustforce-devs-explain-what-they-earned-what-they-learned/"><img alt="Dustforce dev details struggles to make money despite success" data-src-height="250" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/04/dustforcesales.jpg" /></a></div>Developer Hitbox Studios has <a href="http://www.joystiq.com/2011/11/12/indie-game-dustforce-looks-so-fresh-so-clean/">cracked open the financial books</a> on <a href="http://joystiq.com/game/dustforce"><em>Dustforce</em></a>, revealing just how much the indie release made. After the game's launch in January of 2012 and some major sales with Steam and the Humble Bundle, <em>Dustforce</em> has earned a total of $668,490 in revenue.<br /><br />That may sound profitable, but that's before taxes, Valve's take, and other fees are removed, which brings the total down to $489,404. Removing various software and hardware costs, accounting fees, and other expenses lowers it even further to $295,000, says Hitbox. In the end, for every $10 copy of the game sold, Hitbox earned $4.41 - which the studio's (now four) developers must split.<br /><br /><em>Dustforce</em> began with a $0 budget, as a game prototype made with GameMaker. After an IndiePub competition win, Hitbox was able to budget the $100,000 prize for the game's development, which it says was enough to support the staff of three for about a year and a half.<br /><br /><span style="font-size: 10pt; line-height: 12pt;">Hitbox's Terence Lee says the release was ultimately worth it. The game's success and "the pleasure of making </span><em style="font-size: 10pt; line-height: 12pt;">Dustforce</em><span style="font-size: 10pt; line-height: 12pt;"> was worth far more than the opportunity cost of working somewhere else." He calls the process a "fantastic foundation for us as a studio," providing experience and funds for work on Hitbox's next title, </span><a href="http://www.joystiq.com/2013/01/17/dustforce-devs-announce-fps-spire/" style="font-size: 10pt; line-height: 12pt;">an FPS called <em>Spire</em></a><span style="font-size: 10pt; line-height: 12pt;">.</span><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/04/17/dustforce-devs-explain-what-they-earned-what-they-learned/">Dustforce devs explain what they earned, what they learned</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 17 Apr 2013 22:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/04/17/dustforce-devs-explain-what-they-earned-what-they-learned/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20544264/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/04/17/dustforce-devs-explain-what-they-earned-what-they-learned/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dustforce</category><category>finances</category><category>game</category><category>hitbox-studios</category><category>humble-bundle</category><category>indie</category><category>mac</category><category>money</category><category>pc</category><category>profit</category><category>revenue</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Wed, 17 Apr 2013 22:30:00 EST</pubDate></item><item><title><![CDATA[Steam Greenlight round 6: Legend of Dungeon, Shovel Knight, Faceless]]></title><link>http://www.joystiq.com/2013/04/17/steam-greenlight-round-6-legend-of-dungeon-shovel-knight-face/</link><guid isPermaLink="true">http://www.joystiq.com/2013/04/17/steam-greenlight-round-6-legend-of-dungeon-shovel-knight-face/</guid><comments>http://www.joystiq.com/2013/04/17/steam-greenlight-round-6-legend-of-dungeon-shovel-knight-face/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/04/17/steam-greenlight-round-6-legend-of-dungeon-shovel-knight-face/"><img alt="Steam Greenlight round 6 Legend of Dungeon, Shovel Knight, Faceless" data-src-height="254" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/04/steamworkshopwebuploadpreviewfile108895757preview.jpg" /></a></div>Steam Greenlight has let loose the sixth round of community-chosen projects, with 20 new games and two new software titles. Freshly Greenlit games include <a href="http://www.joystiq.com/2013/04/09/legend-of-dungeon-devs-secret-to-saving-money-live-in-a-tree/"><em>Legend of Dungeon</em></a>, the roguelike crawler from husband and wife development duo Robot Loves Kitty, <a href="http://www.joystiq.com/game/shovel-knight/"><em>Shovel Knight</em></a> from Yacht Club Games' successful Kickstarter campaign, and <a href="http://www.joystiq.com/2012/11/14/faceless-slender-man-stalks-blocks-greenlights-top-game-from/"><em>Faceless</em></a>, the horror game that's been at the top of the Greenlight pile since day one, but ran into legal problems with the Slender Man franchise.<br /><br />Other games include <em><a href="http://www.joystiq.com/game/dreamfall-chapters-the-longest-journey">Dreamfall Chapters: The Longest Journey</a>, Agarest: Generations of War, Pinball Arcade, Angry Video Game Nerd Adventures, Death Inc.</em> and more. Check out the entire list below. The two Greenlit software titles are game capture program <em>PlayClaw</em> and strategy planner <em>GamePlan</em>.<p><a href="http://www.joystiq.com/2013/04/17/steam-greenlight-round-6-legend-of-dungeon-shovel-knight-face/" rel="bookmark">Continue reading <em>Steam Greenlight round 6: Legend of Dungeon, Shovel Knight, Faceless</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/04/17/steam-greenlight-round-6-legend-of-dungeon-shovel-knight-face/">Steam Greenlight round 6: Legend of Dungeon, Shovel Knight, Faceless</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 17 Apr 2013 14:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/04/17/steam-greenlight-round-6-legend-of-dungeon-shovel-knight-face/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20543782/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/04/17/steam-greenlight-round-6-legend-of-dungeon-shovel-knight-face/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>faceless</category><category>Indie</category><category>legend-of-dungeon</category><category>mac</category><category>pc</category><category>shovel-knight</category><category>STEAM</category><category>steam-greenlight</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Wed, 17 Apr 2013 14:00:00 EST</pubDate></item><item><title><![CDATA[Pippin Barr's philosophy of developing 'curious' games]]></title><link>http://www.joystiq.com/2013/04/11/pippin-barrs-philosophy-of-developing-curious-games/</link><guid isPermaLink="true">http://www.joystiq.com/2013/04/11/pippin-barrs-philosophy-of-developing-curious-games/</guid><comments>http://www.joystiq.com/2013/04/11/pippin-barrs-philosophy-of-developing-curious-games/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/04/11/pippin-barrs-philosophy-of-developing-curious-games/"><img alt="Pippin Barr's philosophy of developing 'curious' games" data-src-height="361" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/04/screen-shot-2013-04-11-at-12.jpg" /></a></div>Pippin Barr's doctoral thesis is titled <a href="http://www.pippinbarr.com/academic/Pippin_Barr_PhD_Thesis.pdf"><em>Video Game Values: Play as Human-Computer Interaction</em></a>, submitted in 2008 to the Victoria University of Wellington as the final stage of his degree, Doctor of Philosophy in Computer Science. In the thesis, Barr highlights the act of <em>playing</em> a computer program rather than simply <em>using</em> one, with case studies in <em>Civilization 3, Fable, Grand Theft Auto: San Andreas, Half-Life 2</em>, and <em>The Sims 2</em>.<br /><br />Schoolwork completed, Barr spends his time teaching at the University of Malta's Institute of Digital Games, and developing small, profound games with an experimental edge. Barr's projects are simple, thoughtful and play with the boundaries of what a "game" can be:<br /><br /><em><a href="http://www.joystiq.com/2011/09/18/the-artist-is-present-is-a-game-about-waiting-in-line-at-a-museu/">The Artist is Present</a></em> is a game about waiting in line at New York's Museum of Modern Art, complete with real-life museum closing times and hours of standing, doing-nothing excitement. <a href="http://www.joystiq.com/2012/01/08/you-wont-win-lets-play-ancient-greek-punishment-thats-the-p/"><em>Let's Play: Ancient Greek Punishment</em></a> is a series of short games about Greek myths - short because they're all unwinnable, with death as a constant outcome looming behind each stark, pixelated scene. Barr's most recent project, the <a href="http://www.joystiq.com/2013/04/08/world-of-glue-gurney-spy-parity-more-free-in-mumble-indie-bun/">Mumble Indie Bungle</a>, features six games based on popular indie titles as if your grandmother misheard them at the last family dinner, such as <em>World of Glue</em>, <em>Carp Life</em> and <em>Gurney</em>. They're short, minimalistic and frustrating, but they're definitely not all supposed to be "boring," Barr tells me.<br /><br />"I want to make games that controvert the standard rules - I spent quite a bit of time on that in my early games - well, maybe all my games," he says. "Games that you can't win, games where you just have to wait for a long time, games where you win but it's not satisfying, games where you're not very important in the world of the game, and so forth. These games can be boring if you're not prepared to embrace a different perspective on things - but if you are prepared to do so, I think they can be quite interesting experiences."<br /><br />Surprisingly, Barr has never been called a hipster.<p><a href="http://www.joystiq.com/2013/04/11/pippin-barrs-philosophy-of-developing-curious-games/" rel="bookmark">Continue reading <em>Pippin Barr's philosophy of developing 'curious' games</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/04/11/pippin-barrs-philosophy-of-developing-curious-games/">Pippin Barr's philosophy of developing 'curious' games</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 11 Apr 2013 17:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/04/11/pippin-barrs-philosophy-of-developing-curious-games/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20537793/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/04/11/pippin-barrs-philosophy-of-developing-curious-games/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Indie</category><category>Lets-Play-Ancient-Greek-Punishment</category><category>mumble-indie-bungle</category><category>pc</category><category>philosophy</category><category>Pippin-Barr</category><category>The-Artist-is-Present</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Thu, 11 Apr 2013 17:15:00 EST</pubDate></item><item><title><![CDATA['Full Indie Summit' brings Vancouver dev industry together]]></title><link>http://www.joystiq.com/2013/04/10/full-indie-summit-brings-vancouver-dev-industry-together/</link><guid isPermaLink="true">http://www.joystiq.com/2013/04/10/full-indie-summit-brings-vancouver-dev-industry-together/</guid><comments>http://www.joystiq.com/2013/04/10/full-indie-summit-brings-vancouver-dev-industry-together/#comments</comments><description><![CDATA[<center> <a href="http://www.joystiq.com/2013/04/10/full-indie-summit-brings-vancouver-dev-industry-together/"><img alt="'Full Indie Summit' brings Vancouver dev industry together" data-src-height="333" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/04/fis.jpg" /></a></center>In the absence of GDC Canada (the first, and last, installment took place in 2010), a group of Vancouver developers have decided to throw their own conference. The Full Indie Summit is a collaborative effort by the Full Indie Group and VBlank's Brian Provinciano (no stranger to taking on <a href="http://joystiq.com/game/retro-city-rampage">massive organizational tasks</a> on his own), to create a one-day event with developer talks and plenty of networking opportunities.<br /><br />Presenters include Klei Entertainment's Nels Anderson, 17-BIT's Jake Kazdal, and more, with both Sony and Nintendo in attendance to help developers learn how to get their games onto consoles. Interested Vancouver or Vancouver-adjacent indies can pick up tickets <a href="http://www.meetup.com/Vancouver-Indie-Game-Developers/events/109299792/">here</a>. The event takes place April 20.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/04/10/full-indie-summit-brings-vancouver-dev-industry-together/">'Full Indie Summit' brings Vancouver dev industry together</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 10 Apr 2013 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/04/10/full-indie-summit-brings-vancouver-dev-industry-together/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20536798/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/04/10/full-indie-summit-brings-vancouver-dev-industry-together/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>canada</category><category>full-indie</category><category>full-indie-summit</category><category>indie</category><category>vancouver</category><category>vblank</category><dc:creator><![CDATA[JC Fletcher]]></dc:creator><pubDate>Wed, 10 Apr 2013 19:00:00 EST</pubDate></item><item><title><![CDATA[Legend of Dungeon devs' secret to saving money: Live in a tree]]></title><link>http://www.joystiq.com/2013/04/09/legend-of-dungeon-devs-secret-to-saving-money-live-in-a-tree/</link><guid isPermaLink="true">http://www.joystiq.com/2013/04/09/legend-of-dungeon-devs-secret-to-saving-money-live-in-a-tree/</guid><comments>http://www.joystiq.com/2013/04/09/legend-of-dungeon-devs-secret-to-saving-money-live-in-a-tree/#comments</comments><description><![CDATA[<div style="text-align: center;"> <img alt="Legend of Dungeon devs' secret to saving money Live in a tree" data-src-height="398" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/04/tree.jpg" /></div>As a husband and wife development team, Alix Stolzer and Calvin Goble worked out a system that saw them through the first few years of crafting games: Calvin made their first two titles, <em>Tiny Plumbers</em> and IGF nominee <a href="http://www.joystiq.com/2011/01/03/independent-games-festival-2011-competition-finalists-announced/"><em>Neverdaunt: 8Bit</em></a>, while Alix worked a 9-5 job and provided input in her spare time. The situation was satisfactory, but eventually, Alix wanted more.<br /><br />"While money was coming in from our games, it really wasn't enough to pay the bills," Alix told me. "We decided we'd rather reduce living costs and rough it, instead of one of us working a 'real' job. The opportunity came quickly."<br /><br />A friend offered them the opportunity to be his "mountain neighbor" in Vermont - meaning they would live in a mountainside forest, in a home they'd craft themselves out of trees and tarp. There, they could survive on $150 a month, plus food. Alix and Calvin seized the moment.<br /><br />"We sold our house and used as little money as possible to build a small house-tent thing eight feet off the ground, on a platform our friend had made out of four trees," Alix said. "We spent maybe $1,000 on it, really using thrifty things like greenhouse plastic, and making our own solar panels, etc. It's an awesome adventure, but the downside is it slows down game development."<br /><br />The mountain, miraculously, hosted a strong cellular internet signal, and on sunny days Alix and Calvin were able to charge their laptops, one at a time, using the homemade solar panels. Cafes and the college campus in town, a half hour walk away, provided power and internet on cloudy days. Everything - food, heat, power, water - took extra time in the mountain home, Alix said, including video game programming and design.<br /><br />But the tree house didn't <em>stop</em> their game development. As the studio Robot Loves Kitty, Calvin (the Robot) and Alix (Kitty) brought their latest game, <a href="http://www.joystiq.com/tag/legend-of-dungeon/"><em>Legend of Dungeon</em></a>, to PAX East, using not a lot of money and earning wild success.<p><a href="http://www.joystiq.com/2013/04/09/legend-of-dungeon-devs-secret-to-saving-money-live-in-a-tree/" rel="bookmark">Continue reading <em>Legend of Dungeon devs' secret to saving money: Live in a tree</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/04/09/legend-of-dungeon-devs-secret-to-saving-money-live-in-a-tree/">Legend of Dungeon devs' secret to saving money: Live in a tree</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 09 Apr 2013 16:50:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/04/09/legend-of-dungeon-devs-secret-to-saving-money-live-in-a-tree/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20535235/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/04/09/legend-of-dungeon-devs-secret-to-saving-money-live-in-a-tree/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>android</category><category>budget</category><category>indie</category><category>legend-of-dungeon</category><category>mac</category><category>mobile</category><category>money</category><category>ouya</category><category>PAX</category><category>pax-east</category><category>PAX-East-2013</category><category>pc</category><category>robot-loves-kitty</category><category>Savings</category><category>tree</category><category>tree-house</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Tue, 09 Apr 2013 16:50:00 EST</pubDate></item><item><title><![CDATA[IGF design nominee Starseed Pilgrim lands on Steam on April 16]]></title><link>http://www.joystiq.com/2013/04/08/igf-design-nominee-starseed-pilgrim-lands-on-steam-on-april-16/</link><guid isPermaLink="true">http://www.joystiq.com/2013/04/08/igf-design-nominee-starseed-pilgrim-lands-on-steam-on-april-16/</guid><comments>http://www.joystiq.com/2013/04/08/igf-design-nominee-starseed-pilgrim-lands-on-steam-on-april-16/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/04/08/igf-design-nominee-starseed-pilgrim-lands-on-steam-on-april-16/"><img alt="IGF design nominee Starseed Pilgrim lands on Steam on April 16" data-src-height="298" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/04/bernbo5.jpg" /></a></div><em>Starseed Pilgrim</em> is preparing to colonize Steam on April 16 for PC, Mac and Linux, following its IGF 2013 nomination in Excellence in Design, developer Droqen tells Joystiq. All nominees in the IGF this year snagged some sweet Steam distribution deals: if Steam is Plymouth Rock, <em>Starseed Pilgrim</em> is one of the founding pioneers. <a href="http://www.joystiq.com/2013/01/07/igf-2013-finalists-set-a-little-inferno-dial-hotline-miami-for/">Just imagine Thanksgiving</a>.<br /><br /><em>Starseed Pilgrim</em> has players tend the symphonic garden of the universe. Or, less poetically, it's a platformer built on a blank slate that players make their own, building bridges, destroying pathways and "embracing fate," as Droqen describes it. When <em>Starseed Pilgrim</em> launches on Steam, it will be at a 25 percent discount, but it's available to purchase now for $6 from its <a href="http://www.starseedpilgrim.com/">official site</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/04/08/igf-design-nominee-starseed-pilgrim-lands-on-steam-on-april-16/">IGF design nominee Starseed Pilgrim lands on Steam on April 16</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 08 Apr 2013 20:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/04/08/igf-design-nominee-starseed-pilgrim-lands-on-steam-on-april-16/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20534301/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/04/08/igf-design-nominee-starseed-pilgrim-lands-on-steam-on-april-16/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>droqen</category><category>igf</category><category>igf-2013</category><category>Indie</category><category>mac</category><category>pc</category><category>release-date</category><category>starseed-pilgrim</category><category>STEAM</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Mon, 08 Apr 2013 20:00:00 EST</pubDate></item><item><title><![CDATA[World of Glue, Gurney, Spy Parity, more free in Mumble Indie Bungle]]></title><link>http://www.joystiq.com/2013/04/08/world-of-glue-gurney-spy-parity-more-free-in-mumble-indie-bun/</link><guid isPermaLink="true">http://www.joystiq.com/2013/04/08/world-of-glue-gurney-spy-parity-more-free-in-mumble-indie-bun/</guid><comments>http://www.joystiq.com/2013/04/08/world-of-glue-gurney-spy-parity-more-free-in-mumble-indie-bun/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/04/08/world-of-glue-gurney-spy-parity-more-free-in-mumble-indie-bun/"><img alt="Artsy games guy Pippin Barr offers six free games in Mumble Indie Bungle" data-src-height="398" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/04/screen-shot-2013-04-08-at-1.jpg" /></a></div><a href="http://www.joystiq.com/tag/Pippin-Barr/">Pippin Barr</a> is up to his academic tricks again, this time with a bundle of six new games based on popular indie titles as if they were misheard in conversation: <em>Gurney, World of Glue, Spy Parity, Proteas, 30 Flights of Loathing</em> and <em>Carp Life</em>. These make up the Mumble Indie Bungle, and five of them are completely free, available to <a href="http://www.pippinbarr.com/games/mumbleindiebungle/MumbleIndieBungle.php">download for PC and Mac on Barr's site</a>. <em>Carp Life</em> - a play on IGF mega-winner <em>Cart Life</em> - is extra special, available for $1 or any price over it.<br /><br />"The idea for the collection, in keeping with the titles, is that it's meant to be this set of crappy indie games that someone perhaps bought for you, mistaking them for the originals," Barr writes on his <a href="http://www.pippinbarr.com/blog/?p=3378">blog</a>. "So you might excitedly unwrap your new bundle of games to find something like <em>Subpar Meat Boy </em>and <em>Flour</em> (Instead of <em>Super Meat Boy</em> and <em>Flower</em>). Not that I'm using those two titles, though both were originally near the top of the list."<br /><br /><em>Gurney</em> - a title parody of thatgamecompany's <em>Journey</em> - has players type out religious phrases as they scroll across the bottom of the screen, over the rolling, flickering lights of a hospital ceiling and anxious faces of doctors. The words become jumbled as the player loses consciousness, and Barr warns that eventually the game can cause seizures, so be careful with that one. Or, <em>have fun</em>.<br /><br /><em>World of Glue</em> is a platforming play on <em>World of Goo</em>, <em>Spy Parity </em>is a jab at Chris Hecker's <em>Spy Party</em>, <em>Proteas</em> is an experiment on <em>Proteus</em> and <em>30 Flights of Loathing</em> is a step away from Blendo Games' <em>Thirty Flights of Loving</em>.<br /><br />Check out all the games your aging aunt thinks you're talking about on <a href="http://www.pippinbarr.com/games/mumbleindiebungle/MumbleIndieBungle.php">Barr's site</a>, and buy <em>Carp Life </em>for whatever you think it's worth <a href="https://gumroad.com/l/carplife">right here</a>.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/04/08/world-of-glue-gurney-spy-parity-more-free-in-mumble-indie-bun/">World of Glue, Gurney, Spy Parity, more free in Mumble Indie Bungle</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 08 Apr 2013 19:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/04/08/world-of-glue-gurney-spy-parity-more-free-in-mumble-indie-bun/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20534116/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/04/08/world-of-glue-gurney-spy-parity-more-free-in-mumble-indie-bun/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>carp-life</category><category>cart-life</category><category>Gurney</category><category>humble-indie-bundle</category><category>Indie</category><category>journey</category><category>mac</category><category>mumble-indie-bungle</category><category>pc</category><category>Pippin-Barr</category><category>proteas</category><category>proteus</category><category>spy-parity</category><category>spy-party</category><category>thirty-flights-of-loathing</category><category>thirty-flights-of-loving</category><category>world-of-glue</category><category>World-of-Goo</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Mon, 08 Apr 2013 19:30:00 EST</pubDate></item><item><title><![CDATA[The Joystiq Indie Pitch: Survival Horror Story: Catequesis]]></title><link>http://www.joystiq.com/2013/04/08/the-joystiq-indie-pitch-survival-horror-story-catequesis/</link><guid isPermaLink="true">http://www.joystiq.com/2013/04/08/the-joystiq-indie-pitch-survival-horror-story-catequesis/</guid><comments>http://www.joystiq.com/2013/04/08/the-joystiq-indie-pitch-survival-horror-story-catequesis/#comments</comments><description><![CDATA[<p class="noted"> It's not that there are too many indie games; it's that there aren't enough hours in a day to play all of them. The <a href="http://www.joystiq.com/tag/joystiq-indie-pitch/">Joystiq Indie Pitch</a> curates the best indies to play now and watch out for in the future.</p><div style="text-align: center;"> <a href="http://www.joystiq.com/2013/04/08/the-joystiq-indie-pitch-catequesis/" style="text-align: center;"> <img alt="The Joystiq Indie Pitch Catequesis" data-src-height="333" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/04/catequesisscreen04.jpg" /> </a></div><strong>What's your game called and what's it about?</strong><br /><br /><a href="http://www.catequesis.eu/"><em>Survival Horror Story: Catequesis</em></a> tells the story of Daniel, meeting his girlfriend's parents for the first time. His girlfriend, Sophie, confesses to him that her father suffers from an incurable disease and the only way to save him is to perform a religious rite led by her neighbour Isabel. Something turns out badly, weird creatures seize the building and Sophie and Isabel disappear. Fate makes Daniel walk along the floors of that old structure and its core, facing different horrors on his attempt to rescue Sophie and end the curse.<br /><br /><strong>What's the meaning behind the game's name? Do you worry an unfamiliar name might prevent fans from talking about it?</strong><br /><br /><em>Catequesis</em> is the Spanish word for "catechesis," which in the Catholic religion is education in the faith and doctrine. So imagine how interesting the catechesis can be in a different, horrible and hideous new religion. Anyway, I wanted to put a complete name, more explicit and clear, with "Survival Horror Story," a great definition of our game.<p><a href="http://www.joystiq.com/2013/04/08/the-joystiq-indie-pitch-survival-horror-story-catequesis/" rel="bookmark">Continue reading <em>The Joystiq Indie Pitch: Survival Horror Story: Catequesis</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/04/08/the-joystiq-indie-pitch-survival-horror-story-catequesis/">The Joystiq Indie Pitch: Survival Horror Story: Catequesis</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 08 Apr 2013 19:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/04/08/the-joystiq-indie-pitch-survival-horror-story-catequesis/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20534266/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/04/08/the-joystiq-indie-pitch-survival-horror-story-catequesis/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>8-bit</category><category>android</category><category>catequesis</category><category>Indie</category><category>joystiq-indie-pitch</category><category>mac</category><category>mobile</category><category>pc</category><category>Survival-Horror</category><category>survival-horror-story-catequesis</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Mon, 08 Apr 2013 19:00:00 EST</pubDate></item><item><title><![CDATA[Indie PC fighter Yatagarasu now available through Rice Digital]]></title><link>http://www.joystiq.com/2013/04/04/indie-pc-fighter-yatagarasu-now-available-through-rice-digital/</link><guid isPermaLink="true">http://www.joystiq.com/2013/04/04/indie-pc-fighter-yatagarasu-now-available-through-rice-digital/</guid><comments>http://www.joystiq.com/2013/04/04/indie-pc-fighter-yatagarasu-now-available-through-rice-digital/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/04/04/indie-pc-fighter-yatagarasu-now-available-through-rice-digital/" target="_self"><img alt="Indie PC fighter Yatagarasu now available through Rice Digital" class="hidden" data-src-height="386" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/04/yatagarasu.png" /></a><iframe frameborder="0" height="318" id="viddler-3ff13729" mozallowfullscreen="true" src="http://www.viddler.com/embed/3ff13729/?f=1&amp;autoplay=0&amp;player=simple&amp;secret=23458356&amp;loop=0&amp;nologo=0&amp;hd=0" webkitallowfullscreen="true" width="530"></iframe></div><br />Indie 2D fighting game <a href="http://www.joystiq.com/tag/yatagarasu/"><em>Yatagarasu</em></a>, developed by ex-SNK alumni Circle Edge, is now available on PC through its British publisher, <a href="http://www.ricedigital.co.uk/store/yatagarasu">Rice Digital</a>. Having first launched in Japan back in the stone ages of 2011, this is the first time <em>Yatagarasu</em> has been directly available to an English-speaking audience.<br /><br />Oh, but the game itself has <em>not</em> been localized for western consumption and is still entirely in Japanese. It's also only &pound;7.99, or about 12 bucks.<br /><br />The last time <em>Yatagarasu</em> <a href="http://www.joystiq.com/2012/08/23/indie-fighting-game-yatagarasu-coming-to-3ds-eshop/">showed up on our radar</a>, Nicalis was preparing to display the still-unreleased, localized 3DS version to the crowd at PAX Prime. We've reached out to Nicalis for an update on the status of its port, but for now the bravest of you can venture deep into the heart of independent Japanese fighting game design from the safety of your own desks.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/04/04/indie-pc-fighter-yatagarasu-now-available-through-rice-digital/">Indie PC fighter Yatagarasu now available through Rice Digital</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 04 Apr 2013 23:59:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/04/04/indie-pc-fighter-yatagarasu-now-available-through-rice-digital/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20530978/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/04/04/indie-pc-fighter-yatagarasu-now-available-through-rice-digital/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Circle-Edge</category><category>indie</category><category>Nicalis</category><category>pc</category><category>Rice-Digital</category><category>Yatagarasu</category><dc:creator><![CDATA[Jordan Mallory]]></dc:creator><pubDate>Thu, 04 Apr 2013 23:59:00 EST</pubDate></item><item><title><![CDATA[Storyteller preview: In the eye of the beholder]]></title><link>http://www.joystiq.com/2013/04/04/storyteller-preview-in-the-eye-of-the-beholder/</link><guid isPermaLink="true">http://www.joystiq.com/2013/04/04/storyteller-preview-in-the-eye-of-the-beholder/</guid><comments>http://www.joystiq.com/2013/04/04/storyteller-preview-in-the-eye-of-the-beholder/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/04/04/storyteller-preview-in-the-eye-of-the-beholder/"><img alt="Storyteller at GDC" data-src-height="133" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/04/storyteller11.jpg" /></a></div>"Wait, save that. No one's done it that way before. You made it more complicated."<br /><br />Daniel Benmergui reached out to grab the mouse and save a screenshot of my panels in his comic-book narrative game, <em>Storyteller</em>, where I had just<em> </em>concocted a tale of love and loss based on the page's prompt, using a trio of static characters. One click and Benmergui let me regain control - he resumed his place over my shoulder in a quiet room off of the main GDC concourse, paper and pen in hand, taking notes on my visible thought processes as they played out on-screen.<br /><br />It didn't feel as if he were judging me for any missteps or silly lapses in narrative logic - In <em>Storyteller</em>, there are no right or wrong answers, as long as the setting is satisfied. It's up to the player to concoct her own story, based on prompts such as "Adam is heartbroken but recovers," "Tim betrays Adam for money but kills himself out of regret" and "A mother murders her own daughter out of jealousy."<p><a href="http://www.joystiq.com/2013/04/04/storyteller-preview-in-the-eye-of-the-beholder/" rel="bookmark">Continue reading <em>Storyteller preview: In the eye of the beholder</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/04/04/storyteller-preview-in-the-eye-of-the-beholder/">Storyteller preview: In the eye of the beholder</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 04 Apr 2013 18:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/04/04/storyteller-preview-in-the-eye-of-the-beholder/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20530513/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/04/04/storyteller-preview-in-the-eye-of-the-beholder/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>android</category><category>comic-book</category><category>comics</category><category>daniel-benmergui</category><category>graphic-novel</category><category>Indie</category><category>ios</category><category>ipad</category><category>mac</category><category>mobile</category><category>pc</category><category>puzzle</category><category>storyteller</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Thu, 04 Apr 2013 18:30:00 EST</pubDate></item><item><title><![CDATA[Hotline Miami's Cactus on the price of freeware development]]></title><link>http://www.joystiq.com/2013/04/02/hotline-miamis-cactus-on-the-price-of-freeware-development/</link><guid isPermaLink="true">http://www.joystiq.com/2013/04/02/hotline-miamis-cactus-on-the-price-of-freeware-development/</guid><comments>http://www.joystiq.com/2013/04/02/hotline-miamis-cactus-on-the-price-of-freeware-development/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/04/02/hotline-miamis-cactus-on-the-price-of-freeware-development/"><img alt="Hotline Miami's Cactus on the price of freeware game development" data-src-height="297" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/04/hotline-miami---gamescom-3.jpg" /></a></div><em><a href="http://www.joystiq.com/game/hotline-miami/">Hotline Miami</a> </em>designer Jonatan S&ouml;derstr&ouml;m - perhaps better known by his prickly development alias, Cactus - began his career in freeware, developing smaller, experimental games that anyone with the appropriate hardware could download and play at any time, game-development hippie-communism style. <a href="http://cactusquid.com/games.htm">Some of his games</a> include <em>Norrland, Shotgun Ninja, Psychosomnium, Minubeat, Clean Asia!</em> and <em>Keyboard Drumset Fucking Werewolf</em>. That last one, created in three weeks in October 2011, features art by <em>Hotline Miami</em> co-creator Dennis Wedin.<br /><br />Together, Wedin and S&ouml;derstr&ouml;m form Dennaton Games, and they are part of the rising cult of indie superstars. But the draw of fame and fortune wasn't why S&ouml;derstr&ouml;m stopped making freeware games.<br /><br />"I didn't want to become homeless," S&ouml;derstr&ouml;m told Joystiq at GDC. By February of this year, <em>Hotline Miami</em> clocked 300,000 PC sales, and PS3 and Vita ports by Abstraction Games are currently "pretty much done," expected to hit in May, Wedin said. S&ouml;derstr&ouml;m isn't in danger of being homeless right now. Still, reverting to freeware development poses an interesting challenge.<br /><br />"I kind of want to start doing freeware games again, but when you put so much work into something that turns out really good, it feels hard to do smaller things that won't be as good," S&ouml;derstr&ouml;m said. It's all about "finding the inspiration to do something that seems worthwhile," he continued. "When you work on a big game for a long while, you start thinking in ideas that only work if they are big. It's difficult to turn to the other mindset, especially when you are still working on the next big thing."<br /><br />Dennaton is digging into development on the <a href="http://www.joystiq.com/2013/03/29/hotline-miami-sequel-takes-out-parallel-plots-emotion-of-early/">sequel to <em>Hotline Miami</em></a>, a large game with parallel plots taking place in the early 90s, and after that Wedin and S&ouml;derstr&ouml;m have ideas for fresh IPs. They'll probably be bigger games, even if Dennaton doesn't intend for them to be.<br /><br />"<em>Hotline Miami</em> wasn't meant to be big," Wedin said.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/04/02/hotline-miamis-cactus-on-the-price-of-freeware-development/">Hotline Miami's Cactus on the price of freeware development</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 02 Apr 2013 18:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/04/02/hotline-miamis-cactus-on-the-price-of-freeware-development/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20527487/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/04/02/hotline-miamis-cactus-on-the-price-of-freeware-development/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>dennaton-games</category><category>dennis-wedin</category><category>freeware</category><category>hotline-miami</category><category>Indie</category><category>jonatan-soderstrom</category><category>mac</category><category>pc</category><category>playstation</category><category>playstation-vita</category><category>ps3</category><category>vita</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Tue, 02 Apr 2013 18:00:00 EST</pubDate></item><item><title><![CDATA['Alphabet' made by Takahashi and Saltsman for LA Game Space backers]]></title><link>http://www.joystiq.com/2013/04/01/alphabet-made-by-takahashi-and-saltsman-for-la-game-space-back/</link><guid isPermaLink="true">http://www.joystiq.com/2013/04/01/alphabet-made-by-takahashi-and-saltsman-for-la-game-space-back/</guid><comments>http://www.joystiq.com/2013/04/01/alphabet-made-by-takahashi-and-saltsman-for-la-game-space-back/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/04/01/alphabet-made-by-takahashi-and-saltsman-for-la-game-space-back/"><img alt="TakahashiSaltsman's LA Game Space game is Alphabet" data-src-height="306" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/04/alphabettakahashi.jpg" /></a></div><em>Alphabet</em> (written by its creators as <em>A͈L͈P͈H͈A͈B͈E͈T͈</em>) is a new game put together by <em>Katamari Damacy</em>'s Keita Takahashi and <em>Canabalt</em>'s Adam Saltsman. It was created for the bundle of indie games being given away to <a href="http://www.joystiq.com/2012/12/03/la-game-space-will-be-a-place-having-reached-funding-goal/">Kickstarter backers of the LA Game Space</a>.<br /><br />The mysterious <a href="http://juegosrancheros.com/285/events/juegos-rancheros-presents-two-new-games-from-katamari-creator-keita-takahashi/"><em>Alphabet</em> will be shown off later this week in Austin</a> as part of "Juegos Rancheros," an event for the game development community. Also on display will be Takahashi's <a href="http://joystiq.com/game/tenya-wanya-teens"><em>Tenya Wayna Teens</em></a>, which involves two players - with sixteen buttons each - trying to avoid awkward social mishaps while trying to express teen love.<br /><br /><em>Alphabet</em>, whatever it is, will be rewarded to backers as a playable game for Windows, Mac, and Linux.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/04/01/alphabet-made-by-takahashi-and-saltsman-for-la-game-space-back/">'Alphabet' made by Takahashi and Saltsman for LA Game Space backers</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 01 Apr 2013 23:59:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/04/01/alphabet-made-by-takahashi-and-saltsman-for-la-game-space-back/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20525882/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/04/01/alphabet-made-by-takahashi-and-saltsman-for-la-game-space-back/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>adam-saltsman</category><category>canabalt</category><category>game</category><category>game-space</category><category>indie</category><category>Katamari+Damacy</category><category>Katamari-Damacy</category><category>keita-takahashi</category><category>kickstarter</category><category>la-gamespace</category><category>pc</category><category>tenya-wanya-teens</category><dc:creator><![CDATA[Mike Schramm]]></dc:creator><pubDate>Mon, 01 Apr 2013 23:59:00 EST</pubDate></item><item><title><![CDATA[Trespassing at the IGF awards: Cart Life dev directly after his big win]]></title><link>http://www.joystiq.com/2013/03/29/trespassing-at-the-igf-awards-cart-life-dev-directly-after-his/</link><guid isPermaLink="true">http://www.joystiq.com/2013/03/29/trespassing-at-the-igf-awards-cart-life-dev-directly-after-his/</guid><comments>http://www.joystiq.com/2013/03/29/trespassing-at-the-igf-awards-cart-life-dev-directly-after-his/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/03/27/trespassing-at-the-igf-awards-cart-life-dev-directly-after-his/"><img alt="Trespassing at the IGF awards Cart Life dev directly after his big win" data-src-height="298" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/cartlife.jpg" /></a></div>Half an hour after <a href="http://www.joystiq.com/2013/03/27/igf-2013-and-the-awards-go-to-cart-life/">winning three IGF awards</a>, including the $30,000 Seumas McNally Grand Prize, <a href="http://www.joystiq.com/tag/cart-life/"><em>Cart Life</em></a> developer Richard Hofmeier stepped backstage, stripped off his suspenders and over-the-shoulder gun holster, and said he wished his game would drop dead.<br /><br />"I want it to die, frankly," Hofmeier told Joystiq. "I can't wait for it to die. People keep resuscitating it."<br /><br />Don't get it wrong - Hofmeier was cripplingly humbled by the praise from the IGF, but he wasn't convinced he deserved any of it. After a big win, passionate creators usually speak of the post-awards high, of feeling unreservedly ecstatic. After picking up the IGF's grand prize, Hofmeier rode a different wave.<br /><br />"Highs and lows I guess," Hofmeier said. "I had high opinions of the other nominees and I kind of want to share this with them. I feel like I've already overstayed my welcome with this game and I'd like it if maybe some of this esteem and elevation could go to some games that deserve it more. I already got so much more out of this game than I ever thought I would. I thought it would just be my friends and me playing this thing. The other games are so well-made."<p><a href="http://www.joystiq.com/2013/03/29/trespassing-at-the-igf-awards-cart-life-dev-directly-after-his/" rel="bookmark">Continue reading <em>Trespassing at the IGF awards: Cart Life dev directly after his big win</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/03/29/trespassing-at-the-igf-awards-cart-life-dev-directly-after-his/">Trespassing at the IGF awards: Cart Life dev directly after his big win</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Fri, 29 Mar 2013 18:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/03/29/trespassing-at-the-igf-awards-cart-life-dev-directly-after-his/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20521308/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/03/29/trespassing-at-the-igf-awards-cart-life-dev-directly-after-his/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>cart-life</category><category>igf</category><category>igf-2013</category><category>Indie</category><category>pc</category><category>richard-hofmeier</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Fri, 29 Mar 2013 18:30:00 EST</pubDate></item><item><title><![CDATA[Papo &amp; Yo sales 'good' on PS3, but didn't cover development costs]]></title><link>http://www.joystiq.com/2013/03/27/papo-and-yo-sales-good-on-ps3-but-didnt-cover-development-cost/</link><guid isPermaLink="true">http://www.joystiq.com/2013/03/27/papo-and-yo-sales-good-on-ps3-but-didnt-cover-development-cost/</guid><comments>http://www.joystiq.com/2013/03/27/papo-and-yo-sales-good-on-ps3-but-didnt-cover-development-cost/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/03/27/papo-and-yo-sales-good-on-ps3-but-didnt-cover-development-cost/"><img alt="Papo &amp; Yo sales 'good' on PS3, but didn't cover development costs" data-src-height="280" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/papo.jpg" /></a></div><a href="http://www.joystiq.com/game/papo-and-yo"><em>Papo &amp; Yo</em></a> was a top seller when it launched on PS3 in August, and creator Vander Caballero is satisfied with its numbers, even though sales haven't covered all of the game's development costs, he told Joystiq at GDC. <em>Papo &amp; Yo</em> will hit Steam for PC on April 18, and that extra push should cover the gap left by PS3, Caballero said.<br /><br />"Despite the good sales, the cost of the game has to be covered," he said. "We have covered already parts of the cost of the game, but when it comes out on Steam, we'll make money. Then we'll cover the whole cost of the game."<br /><br />Caballero was excited about the coming <a href="http://www.weareminority.com/blog/full-steam-ahead-for-papo-yo/">Steam launch</a>, which will begin <a href="http://store.steampowered.com/app/227080">accepting pre-orders</a> on April 4. Those who buy it between April 4 and 17 will receive a 10 percent discount ($13.50), plus the game's original soundtrack for free. "We're really happy, since all the people who heard about it will actually be able to play it now," Caballero said.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/03/27/papo-and-yo-sales-good-on-ps3-but-didnt-cover-development-cost/">Papo &amp; Yo sales 'good' on PS3, but didn't cover development costs</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 27 Mar 2013 21:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/03/27/papo-and-yo-sales-good-on-ps3-but-didnt-cover-development-cost/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20520862/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/03/27/papo-and-yo-sales-good-on-ps3-but-didnt-cover-development-cost/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>GDC</category><category>GDC-2013</category><category>Indie</category><category>minority</category><category>papo-and-yo</category><category>pc</category><category>playstation</category><category>ps3</category><category>sales</category><category>STEAM</category><category>vander-caballero</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Wed, 27 Mar 2013 21:30:00 EST</pubDate></item><item><title><![CDATA[Seen@GDC: A bunch of indie games in one place]]></title><link>http://www.joystiq.com/2013/03/27/seen-gdc-a-bunch-of-indie-games-in-one-place/</link><guid isPermaLink="true">http://www.joystiq.com/2013/03/27/seen-gdc-a-bunch-of-indie-games-in-one-place/</guid><comments>http://www.joystiq.com/2013/03/27/seen-gdc-a-bunch-of-indie-games-in-one-place/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/03/27/seen-gdc-a-bunch-of-indie-games-in-one-place/"><img alt="SeenGDC A bunch of indie games in one place" data-src-height="298" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/img20130325211941235.jpg" /></a></div><div> The <a href="http://www.joystiq.com/tag/gdc-2013">GDC 2013</a> Indie Press Mixer kept it bumping and brawling late into the night on Monday, with wall-to-wall indie games, developers and players. The games spanned PCs, laptops, tablets, with Xbox to SNES controllers, and the people covered the various stages of excitement and belligerence.<br /> <br /> Some of the games included Steve Swink's <em>Scale</em>, now with updated graphics and mechanics, along with Colorblind's <em>Aztez</em>, Erin Robinson's <em>Gravity Ghost</em>, <em>Escape Goat 2</em> from Magical Time Bean, <em>Intake</em> from Cipher Prime, Pixelnauts' <em>Lost Orbit</em>, Daniel Benmergui's <em>Storyteller</em>, and tons more, including Matt Thorson's <em>Towerfall</em>, pictured from a player perspective above.<br /> <br /> Check out the sweet action in a few pictures below. If any parts are blurry, it's only because a camera can't contain all of that crazy Indie Press Mixer excitement.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/gdc-2013-indie-mixer/">GDC 2013 Indie Mixer</a></strong></p><a href="http://www.joystiq.com/photos/gdc-2013-indie-mixer/#5765424"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/joystiq-gdc2013-indiemixer-01_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/gdc-2013-indie-mixer/#5765425"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/joystiq-gdc2013-indiemixer-02_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/gdc-2013-indie-mixer/#5765426"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/joystiq-gdc2013-indiemixer-03_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/gdc-2013-indie-mixer/#5765427"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/joystiq-gdc2013-indiemixer-04_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/gdc-2013-indie-mixer/#5765428"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/joystiq-gdc2013-indiemixer-05_thumbnail.jpg" alt="" title="" /></a></div></div><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/03/27/seen-gdc-a-bunch-of-indie-games-in-one-place/">Seen@GDC: A bunch of indie games in one place</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 27 Mar 2013 20:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/03/27/seen-gdc-a-bunch-of-indie-games-in-one-place/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20518889/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/03/27/seen-gdc-a-bunch-of-indie-games-in-one-place/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>android</category><category>GDC</category><category>GDC-2013</category><category>Indie</category><category>indie-press-mixer</category><category>ios</category><category>ipad</category><category>iphone</category><category>mac</category><category>microsoft</category><category>mobile</category><category>nintendo</category><category>pc</category><category>playstation</category><category>ps3</category><category>wii-u</category><category>xbox</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Wed, 27 Mar 2013 20:00:00 EST</pubDate></item><item><title><![CDATA[Kentucky Route Zero episode 2 due in April, tragic finale set for January]]></title><link>http://www.joystiq.com/2013/03/27/kentucky-route-zero-episode-2-due-in-april-tragic-finale-set-fo/</link><guid isPermaLink="true">http://www.joystiq.com/2013/03/27/kentucky-route-zero-episode-2-due-in-april-tragic-finale-set-fo/</guid><comments>http://www.joystiq.com/2013/03/27/kentucky-route-zero-episode-2-due-in-april-tragic-finale-set-fo/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/03/26/kentucky-route-zero-episode-2-due-in-april-tragic-finale-set-fo/"><img alt="Kentucky Route Zero episode 2 due out in April, series done by January" data-src-height="298" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/krz.jpg" /></a></div><a href="http://www.joystiq.com/game/kentucky-route-zero/"><em>Kentucky Route Zero</em></a>'s second episode is due out in April, developers Jake Elliott and Tamas Kemenczy of Cardboard Computer tell Joystiq at GDC. Elliott and Kemenczy announced plans to release each episode on a rolling, <a href="http://www.kickstarter.com/projects/149077132/kentucky-route-zero-a-magic-realist-adventure-game/posts">three-month schedule</a> back in October, and they're standing by that goal. This puts the final episode of <em>Kentucky Route Zero</em> out in January 2014, one year after the launch of episode one.<br /><br />"It's pretty aggressive, but I think we've got our workflow down so well now that we feel good about it still," Elliott says.<br /><br /><em>Kentucky Route Zero </em>emphasizes the player as an actor, presenting choices<em> </em>that subtly impact gameplay and create unique experiences for each person. The mines in episode one, for example, clearly represent the importance of player input; it's possible to shoot straight through the dark passageways, or players can explore every tunnel and cranny. The second option triggers a scene directly following the mines - a scene that direct players will never see. Save files will transfer between episodes, Cardboard Computer confirms.<br /><br />Still, the game<em> </em>has a definitive finale, without any branching story paths or "good" and "bad" endings. And it's not a happy conclusion, at least for some characters.<br /><br />"It's a tragedy," Elliott says. "The story's a tragedy, it's a tragic ending. Hopefully it won't be too bleak, but it's in that tradition." During his panel on Tuesday, Elliott presented a few works of inspiration: the classic Americana morbidity in <em>Death of a Salesman </em>and the Southern Gothic vibe from Flannery O'Connor.<br /><br />This ending will most likely take place within the drawling Southern universe that <em>Kentucky Route Zero</em> inhabits, complete with its introspective mood, superstitious overtones and twangy blues soundtrack. But at its heart, <em>Kentucky Route Zero</em> is a game about credit default swaps, payday loans, sub-prime mortgages and health insurance loopholes. Really.<br /><br />"It's in there," Elliott says. "Those are the esoteric devices that express themselves in some of the situations that you do, these people who are dealing with all these credit problems, dealing with debt. Those are these things that, by design, are too mysterious and we can't understand them. In finance, they do that on purpose."<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/03/27/kentucky-route-zero-episode-2-due-in-april-tragic-finale-set-fo/">Kentucky Route Zero episode 2 due in April, tragic finale set for January</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 27 Mar 2013 16:20:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/03/27/kentucky-route-zero-episode-2-due-in-april-tragic-finale-set-fo/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20519370/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/03/27/kentucky-route-zero-episode-2-due-in-april-tragic-finale-set-fo/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>cardboard-computer</category><category>indie</category><category>kentucky-route-zero</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Wed, 27 Mar 2013 16:20:00 EST</pubDate></item><item><title><![CDATA[Antichamber 'exponentially recouped' dev costs]]></title><link>http://www.joystiq.com/2013/03/26/antichamber-exponentially-recouped-dev-costs/</link><guid isPermaLink="true">http://www.joystiq.com/2013/03/26/antichamber-exponentially-recouped-dev-costs/</guid><comments>http://www.joystiq.com/2013/03/26/antichamber-exponentially-recouped-dev-costs/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/03/26/antichamber-exponentially-recouped-dev-costs-bruce-says/"><img alt="Antichamber 'exponentially recouped' development costs, Bruce says" data-src-height="298" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/anti-1364325220.jpg" /></a></div><em><a href="http://www.joystiq.com/game/antichamber">Antichamber</a></em>, the mind-melting puzzle game that Alexander Bruce had in development for six years, sold more than 100,000 units in its first seven weeks on the market - "You do the math," Bruce tells Joystiq after his talk at GDC 2013.<br /><br />Challenge accepted: <em>Antichamber</em> costs $20 standard, but was on sale for a week after launch for $15. Without knowing how many copies were bought on sale, we'll take the median of $17.50 and multiply that by 100,000 copies, for a speculative estimate of $1.75 million.<br /><br />This doesn't automatically mean <em>Antichamber</em> made a profit for Bruce, since it has to be offset by development costs. Bruce estimates he spent $60,000 developing <em>Antichamber</em>, though he made back roughly $50,000 in prize money and government grants; he didn't pay himself a salary, he saved money by living at home, and he streamlined all convention expenses.<br /><br />"I have absolutely, exponentially recouped all my costs," Bruce says. "Ridiculously, definitely made back all of my costs."<br /><br />Bruce guaranteed low development costs by working with the Victorian government in Australia to receive grants. For example, during GDC and PAX East last year, Bruce decided it would be easier to stay in the states for six weeks straight, rather than fly back and forth during the interim. He presented this plan to the Victorian government and it said, "That's fine." Victoria covered half of his expenses abroad, meaning if he spent $6,000 on booths and living, the state gave Bruce $3,000, he says.<br /><br />"This is how I kept my costs so low. I kept my costs absolutely low," Bruce says. "That's why I was able to just be dedicated to quality and make sure that I had it correct."<br /><br /><em>Antichamber</em> is on sale <a href="http://store.steampowered.com/app/219890/">on Steam</a> now, for $12, through March 29.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/03/26/antichamber-exponentially-recouped-dev-costs/">Antichamber 'exponentially recouped' dev costs</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 26 Mar 2013 19:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/03/26/antichamber-exponentially-recouped-dev-costs/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20518904/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/03/26/antichamber-exponentially-recouped-dev-costs/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>alexander-bruce</category><category>antichamber</category><category>GDC</category><category>GDC-2013</category><category>Indie</category><category>pc</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Tue, 26 Mar 2013 19:30:00 EST</pubDate></item><item><title><![CDATA[Owlchemy Labs shares its formula to successful indie development]]></title><link>http://www.joystiq.com/2013/03/25/owlchemy-labs-shares-its-formula-to-successful-indie-development/</link><guid isPermaLink="true">http://www.joystiq.com/2013/03/25/owlchemy-labs-shares-its-formula-to-successful-indie-development/</guid><comments>http://www.joystiq.com/2013/03/25/owlchemy-labs-shares-its-formula-to-successful-indie-development/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/03/25/owlchemy-labs-shares-its-formula-to-successful-indie-development/"><img alt="Owlchemy Labs " data-src-height="331" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/about.jpg" /></a></div>Alex Schwartz founded Owlchemy Labs in 2010, and since launch he's built a team of six and has developed a steady stream of indie games across multiple platforms, including <a href="http://www.joystiq.com/game/smuggle-truck"><em>Snuggle Truck</em></a> and the recent release <a href="http://www.joystiq.com/tag/jack-lumber/"><em>Jack Lumber</em></a>. He's still in business, with more games on the way. The secret to Schwartz's success is simple: Don't expect your original IPs to make any money.<br /><br />Owlchemy funds itself by doing contract work that generates concrete revenue in between its original projects. A lot of indie studios attempt this system, but many of them fall into a common trap, Schwartz tells Joystiq at GDC.<br /><br />"Be aware of contract work. You wake up in the morning and turn on your computer and you have two folders: One is the contract job and one is your original work. Which one are you going to open?" Schwartz asks. "It's always going to be the contract work because upfront gratification, instant money and having a client to appease always comes first."<br /><br />In order for the contract-original IP rhythm to work, it needs to be steady and studios have to make time for their own projects. Owlchemy has an A-B system: contract, original IP, contract, original IP, rinse and repeat. The two projects never mix and the team stays on the same page until it's completed. Owlchemy is now on its fifth rotation through this cycle.<br /><br />Diversifying platforms is also key, Schwartz says. Not porting games to Steam, iOS, Android and any other relevant platforms is "leaving money on the table," he says. Owlchemy develops its games in Unity to make this process smoother, and tailors each one to its unique platform. For example, <em>Snuggle Truck</em> is free-to-play <a href="https://www.google.com/url?sa=t&amp;rct=j&amp;q=&amp;esrc=s&amp;source=web&amp;cd=5&amp;cad=rja&amp;ved=0CGoQFjAE&amp;url=https%3A%2F%2Fitunes.apple.com%2Fus%2Fapp%2Fsnuggle-truck-hd%2Fid431779598&amp;ei=c6lQUbTpGefoiAKtkYGwCg&amp;usg=AFQjCNE26PzkXlXti629f5AK48kqO_Cn9A&amp;sig2=f-6bLyIy2sldksrlBxWyEg&amp;bvm=bv.44158598,d.cGE">on iOS</a>, but costs $5 <a href="http://store.steampowered.com/app/111100/">on Steam</a> (on sale now for $2). Leading by example, Schwartz has a meeting with Sony tomorrow.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/03/25/owlchemy-labs-shares-its-formula-to-successful-indie-development/">Owlchemy Labs shares its formula to successful indie development</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Mon, 25 Mar 2013 17:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/03/25/owlchemy-labs-shares-its-formula-to-successful-indie-development/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20516998/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/03/25/owlchemy-labs-shares-its-formula-to-successful-indie-development/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>android</category><category>GDC</category><category>GDC-2013</category><category>Indie</category><category>ios</category><category>ipad</category><category>iphone</category><category>mac</category><category>mobile</category><category>owlchemy-labs</category><category>pc</category><category>smuggle-truck</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Mon, 25 Mar 2013 17:00:00 EST</pubDate></item><item><title><![CDATA[Indie Spring Sale bounces onto Steam]]></title><link>http://www.joystiq.com/2013/03/21/indie-spring-sale-bounces-onto-steam/</link><guid isPermaLink="true">http://www.joystiq.com/2013/03/21/indie-spring-sale-bounces-onto-steam/</guid><comments>http://www.joystiq.com/2013/03/21/indie-spring-sale-bounces-onto-steam/#comments</comments><description><![CDATA[<div style="text-align: center;"> <a href="http://www.joystiq.com/2013/03/21/indie-spring-sale-bounces-onto-steam/" target="_self"><img alt="Indie Spring Sale bounces onto Steam" data-src-height="144" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/steamindiespringsale.png" /></a></div>From now through March 29, Steam will be hosting a cavalcade of discounted indie games, both old standbys and newcomers alike, as part of its Indie Spring Sale. The <a href="http://store.steampowered.com/genre/Indie">list of discounted games</a> (just click on "Specials") is as long as it is <em>jam packed with great deals</em>.<br /><br />For instance, 25 percent off of <a href="http://store.steampowered.com/app/231200/?snr=1_200_200_254_106_21"><em>Kentucky Route Zero</em></a> is something you can have in your life <em>right now</em>, as is the opportunity to buy <a href="http://store.steampowered.com/app/206440/?snr=1_200_200_254_106_22"><em>To The Moon</em></a>, <a href="http://store.steampowered.com/app/215670/?snr=1_200_200_254_106_22"><em>Home</em></a> or <a href="http://store.steampowered.com/app/94200/?snr=1_200_200_254_106_24"><em>Jamestown</em></a> for less than $5 each. <a href="http://store.steampowered.com/app/218060/?snr=1_200_200_254_106_31"><em>Runner 2: Future Legend of Rhythm Alien</em></a>, <a href="http://store.steampowered.com/app/221640/"><em>Super Hexagon</em></a>, <a href="http://store.steampowered.com/app/219680/?snr=1_200_200_254_106_25"><em>Proteus</em></a>, <a href="http://store.steampowered.com/app/204630/?snr=1_200_200_254_106_21"><em>Retro City Rampage</em></a>, <a href="http://store.steampowered.com/app/70300/?snr=1_200_200_254_106_32"><em>VVVVVV</em></a>; the list of discounted greatness goes on and on. There's even quite a few options for you Linux gamers out there, so apologize to your wallet and start restocking your gaming retirement fund.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/03/21/indie-spring-sale-bounces-onto-steam/">Indie Spring Sale bounces onto Steam</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Thu, 21 Mar 2013 16:00:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/03/21/indie-spring-sale-bounces-onto-steam/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20513460/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/03/21/indie-spring-sale-bounces-onto-steam/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>home</category><category>indie</category><category>indie-spring-sale</category><category>Jamestown</category><category>kentucky-route-zero</category><category>mac</category><category>pc</category><category>proteus</category><category>retro-city-rampage</category><category>runner-2</category><category>Steam</category><category>super-hexagon</category><category>to-the-moon</category><category>VVVVVV</category><dc:creator><![CDATA[Jordan Mallory]]></dc:creator><pubDate>Thu, 21 Mar 2013 16:00:00 EST</pubDate></item><item><title><![CDATA[The Swapper takes a spin on Steam this spring]]></title><link>http://www.joystiq.com/2013/03/20/the-swapper-takes-a-spin-on-steam-this-spring/</link><guid isPermaLink="true">http://www.joystiq.com/2013/03/20/the-swapper-takes-a-spin-on-steam-this-spring/</guid><comments>http://www.joystiq.com/2013/03/20/the-swapper-takes-a-spin-on-steam-this-spring/#comments</comments><description><![CDATA[<div style="text-align: center;"> <iframe frameborder="0" height="318" id="viddler-6a3c71be" mozallowfullscreen="true" src="http://www.viddler.com/embed/6a3c71be/?f=1&amp;autoplay=0&amp;player=simple&amp;secret=18788143&amp;loop=false&amp;nologo=false&amp;hd=false" webkitallowfullscreen="true" width="530"></iframe><br /> <a class="hidden" href="http://www.joystiq.com/2013/03/20/the-swapper-takes-a-spin-on-steam-this-spring/"><img alt="The Swapper takes a spin on Steam this spring" data-src-height="265" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/swaer.png" /></a></div><br /><a href="http://www.joystiq.com/game/the-swapper"><em>The Swapper</em></a>, an indie marvel more than two years in the making, is coming to Steam for PC this spring, and later to Mac and Linux. If the gameplay demonstrated in <em>The Swapper</em>'s Steam launch trailer looks funky to you, that's because it is - developer Facepalm created the entire game using photos of <a href="http://www.joystiq.com/2011/10/10/indiecade-2011-molding-the-swapper-out-of-clay/">real-life clay models</a>. The above video offers the first glimpse at gameplay since May 2011.<br /><br /><em>The Swapper </em>is backed by Indie Fund, the company behind high-profile indies <em>Dear Esther</em> and <em>Q.U.B.E.</em>, and it already has a wall full of accolades, including a featured spot in PAX Prime's PAX10 last year and IndieCade's Special Recognition award.<br /><br />Facepalm previously mentioned PC, Mac and "<a href="http://www.joystiq.com/2012/03/03/indie-fund-selects-the-swapper-as-next-investment/">maybe something else</a>" as potential platforms, and co-founder Olli Harjola tells Joystiq he's looking at other, mysterious consoles: "Let's say I'm currently open to putting the game on new platforms where we don't need to make compromises regarding the experience. There's nothing concrete yet."<br /><br /><em>The Swapper </em>will be a part of Indie Megabooth at PAX East (which starts on Friday, March 22), along with an appearance at GDC the following week.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/the-swapper/">The Swapper</a></strong></p><a href="http://www.joystiq.com/photos/the-swapper/#5749912"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/theswapper-01_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-swapper/#5749913"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/theswapper-02_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/the-swapper/#5749914"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/theswapper-03_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2013/03/20/the-swapper-takes-a-spin-on-steam-this-spring/" rel="bookmark">Continue reading <em>The Swapper takes a spin on Steam this spring</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/03/20/the-swapper-takes-a-spin-on-steam-this-spring/">The Swapper takes a spin on Steam this spring</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 20 Mar 2013 22:30:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/03/20/the-swapper-takes-a-spin-on-steam-this-spring/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20512194/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/03/20/the-swapper-takes-a-spin-on-steam-this-spring/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>facepalm</category><category>facepalm-games</category><category>Indie</category><category>Indie-fund</category><category>mac</category><category>pc</category><category>STEAM</category><category>the-swapper</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Wed, 20 Mar 2013 22:30:00 EST</pubDate></item><item><title><![CDATA[Huffpost Live talks 'silver gamers' with our own Jess Conditt]]></title><link>http://www.joystiq.com/2013/03/20/huffpost-live-talks-silver-gamers-with-our-own-jess-conditt/</link><guid isPermaLink="true">http://www.joystiq.com/2013/03/20/huffpost-live-talks-silver-gamers-with-our-own-jess-conditt/</guid><comments>http://www.joystiq.com/2013/03/20/huffpost-live-talks-silver-gamers-with-our-own-jess-conditt/#comments</comments><description><![CDATA[<center> <img alt="Huffpost Live talks 'silver gamers' with our own Jess Conditt" class="hidden" data-src-height="331" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/jesshuffpostlive.jpg" /><iframe frameborder="0" height="320" scrollable="no" src="http://embed.live.huffingtonpost.com/HPLEmbedPlayer/?segmentId=5137cec802a760745e0007cf" width="530"></iframe></center><br />Last night, our very own <a href="http://www.joystiq.com/editor/jessica-conditt">Jess Conditt</a> appeared on an interesting <a href="http://live.huffingtonpost.com/r/segment/never-too-old-for/5137cec802a760745e0007cf">Huffpost Live segment</a> discussing older gamers and the stereotypes surrounding older individuals and their inability to work the doodads on the clicker - technology. And yet, some senior citizens are using video games to maintain mental acuity.<br /><br />Jess specifically goes into how Indie games run the gamut from the simple to the most complex gaming experiences on the planet; how they may cater to today's older gamer and how the iTunes App store and the upcoming <a href="http://www.joystiq.com/tag/ouya">Ouya</a> will factor into things. The segment itself is around 20 minutes long, so grab a snack before you settle in and hit the play button on the video above.<p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/03/20/huffpost-live-talks-silver-gamers-with-our-own-jess-conditt/">Huffpost Live talks 'silver gamers' with our own Jess Conditt</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Wed, 20 Mar 2013 17:45:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/03/20/huffpost-live-talks-silver-gamers-with-our-own-jess-conditt/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20512084/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/03/20/huffpost-live-talks-silver-gamers-with-our-own-jess-conditt/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>huffpost-live</category><category>indie</category><category>indies</category><category>senior-citizens</category><category>silver-gamer</category><dc:creator><![CDATA[David Hinkle]]></dc:creator><pubDate>Wed, 20 Mar 2013 17:45:00 EST</pubDate></item><item><title><![CDATA[Beatbuddy breaks out the turntables this summer]]></title><link>http://www.joystiq.com/2013/03/19/beatbuddy-breaks-out-the-turntables-this-summer/</link><guid isPermaLink="true">http://www.joystiq.com/2013/03/19/beatbuddy-breaks-out-the-turntables-this-summer/</guid><comments>http://www.joystiq.com/2013/03/19/beatbuddy-breaks-out-the-turntables-this-summer/#comments</comments><description><![CDATA[<div style="text-align: center;"> <iframe frameborder="0" height="318" id="viddler-9113b6fe" mozallowfullscreen="true" src="http://www.viddler.com/embed/9113b6fe/?f=1&amp;autoplay=0&amp;player=simple&amp;secret=76474373&amp;loop=false&amp;nologo=false&amp;hd=false" webkitallowfullscreen="true" width="530"></iframe><br /> <a class="hidden" href="http://www.joystiq.com/2013/03/19/beatbuddy-breaks-out-the-turntables-this-summer/"><img alt="Beatbuddy breaks out the turntables this summer" data-src-height="318" data-src-width="530" src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/beatbuddy-mine1-1363729081.jpg" /></a></div><br /><em><a href="http://www.joystiq.com/tag/beatbuddy">Beatbuddy</a> </em>has been jamming on its own for far too long, and it's finally ready to share some sweet tunes with the world. <em>Beatbuddy </em>is coming to PC and Mac this summer, but first it's stopping off at PAX East, in booth 1048, to show some hands-on demos.<br /><br /><em>Beatbuddy </em>is a musical platformer, featuring levels and enemies synced to the individual rhythms of entire songs, all of which are manipulated as you travel throughout the worlds. <a href="http://www.joystiq.com/2013/02/08/journey-composer-austin-wintory-lends-a-friendly-hand-to-beatbud/">One level</a> is put together by Grammy-nominated <em><a href="http://joystiq.com/game/journey">Journey</a> </em>composer Austin Wintory.<br /><br />Play the <a href="http://store.steampowered.com/app/213410/">demo on Steam</a>, for free, if this news alone doesn't set your toes tapping.<div class="postgallery"><p><strong>Gallery: <a href="http://www.joystiq.com/photos/beatbuddy/">Beatbuddy</a></strong></p><a href="http://www.joystiq.com/photos/beatbuddy/#5747801"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/beatbuddy-jungle1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/beatbuddy/#5747802"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/beatbuddy-jungle2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/beatbuddy/#5747803"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/beatbuddy-mine1_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/beatbuddy/#5747804"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/beatbuddy-mine2_thumbnail.jpg" alt="" title="" /></a><a href="http://www.joystiq.com/photos/beatbuddy/#5747805"><img src="http://www.blogcdn.com/www.joystiq.com/media/2013/03/beatbuddy-mine3_thumbnail.jpg" alt="" title="" /></a></div><p><a href="http://www.joystiq.com/2013/03/19/beatbuddy-breaks-out-the-turntables-this-summer/" rel="bookmark">Continue reading <em>Beatbuddy breaks out the turntables this summer</em></a></p><p style="padding:5px;background:#ffffcc;border:1px solid #ffff99;clear:both;"><a href="http://www.joystiq.com"><img src="http://www.joystiq.com/media/feedlogo.gif" alt="Joystiq" style="float:left;padding:0 5px 5px 0;" /></a><a href="http://www.joystiq.com/2013/03/19/beatbuddy-breaks-out-the-turntables-this-summer/">Beatbuddy breaks out the turntables this summer</a> originally appeared on <a href="http://www.joystiq.com">Joystiq</a> on Tue, 19 Mar 2013 23:15:00 EST.  Please see our <a href="http://www.weblogsinc.com/feed-terms/">terms for use of feeds</a>.<br style="clear:both;"></p><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><a href="http://www.joystiq.com/2013/03/19/beatbuddy-breaks-out-the-turntables-this-summer/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/20510577/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2013/03/19/beatbuddy-breaks-out-the-turntables-this-summer/#comments" title="View reader comments on this entry">Comments</a>]]></description><category>Austin-Wintory</category><category>beatbuddy</category><category>Indie</category><category>mac</category><category>music</category><category>pc</category><category>reverb-publishing</category><category>Rhythm</category><category>threaks</category><dc:creator><![CDATA[Jessica Conditt]]></dc:creator><pubDate>Tue, 19 Mar 2013 23:15:00 EST</pubDate></item></channel></rss>