Here’s a video update on some of the recent changes to the procedural generation logic for Undermine, including some before/after footage
Phew, after a year of hard work I’m pleased to announce that we’re just about ready to release Undermine in Early Access! The Steam store page is live now, give it a wishlist and/or follow if you are so inclined. We’ll be sending out preview keys a couple weeks in advance of the Steam launch; if you’re interested please drop me a line.
So Ricardo and I took a week off from Undermine to work on a small prototype. Something we could knock out fairly quickly, but with the potential to be expanded in the future. The result is “Cosmic Ray“, a web-based game about exploring space in search of hospitable planets for colonization.
This is an early prototype, and of course lacks the depth and openness that we would want to achieve with a full version, but the basic mechanics and game loop are there.
Our goal is to knock out these smaller projects every few months while working on our primary one, for a few reasons:
- try things out and see what “sticks”, without having to commit to months/years of dev–the ones that stick will likely be expanded in the future
- garner some interest in our games, and start building a community for our current “big” project (Undermine)
- fun, instant gratification, and the corresponding dopamine release that comes with it!
We hope you enjoy! Feel free to leave a comments, suggestions, hate mail, etc. here or on the itch.io page.
Weekly jam sessions, starting this Saturday! Deep, driving bass, 11:00 AM Atlantic.
See you in a couple weeks, Ottawa! I’ll be going back to my roots with some heavy rollers and neurofunk type biz.
Having recently wrapped up Operation Hardcore, it’s time to tackle my next challenge:
Undermine is a procedurally generated survival horror game with roguelike elements. Think Spelunky meets Outlast, in virtual reality.
The concept is pretty simple: you play as a female protagonist who finds herself trapped in a seemingly deserted mine. As you search for a way out, you encounter clues that something has gone horribly wrong. Eventually, you come face to face with it.
In late 2016 I signed a publishing deal with Greenlight Games in the UK, and they were kind of enough to loan me an Oculus Rift as part of the deal.
We’re hoping to have an early access version on the Oculus Rift store for March, and a full release within a few months of that.
As with Operation Hardcore, I’ll be keeping a devlog on TIGforums.
Last but not least, here’s a sneak peek at some of the original music and sound design I’ve been working on for the game:
Watch this space for more details as things progress!
For the past 2+ years I’ve locked myself in the studio pretty much every weeknight/end, making pixels move, making crazy electronic sounds. Now, I know what you’re thinking. “How is this different than any other 2 year stretch of your life?” Well, I suppose it’s not THAT different, except this time I actually have something to show for it: my first independent game is now in full release on Steam! Full release as in “it’s
As with pretty much every project ever, it’s taken way longer than I expected, and is nowhere near as grandiose as I had initially schemed, but, it’s done! Another notch on my belt as an independent musician and game developer.
With any luck (and probably a lot of hard work), this is just the start of the next chapter of my life and career. I’ve already lined up a publishing deal for my next game, and have been chatting with some insanely talented folks about partnering on some things in the future.
Thanks to all those who supported me through this project, helped spread the word, or were just there for me when I needed to let off some steam.
Tomorrow night, I celebrate by playing some drum & bass at The CoHo! 😉
I’m stoked to announce that I’ll be opening for Aussie band OKA at The Carleton in Halifax on July 31st! This show has become something of an annual tradition for them, and I’m really excited to be on board for this one!
I’ll be kicking off the night with a live set of original deep/downtempo bassy stuff, and will have keyboardist James Spray (UFO) and guitarist Phyl La Ferrierer (Landing Sound) on board for a few songs.
Well, it’s official… Operation Hardcore is on Steam! Still a long way to go before I can happily say “it’s done” (if ever?), but still, a huge step towards this ludicrous idea of trying to make video games for a living (and music, of course) 🙂
So, a lot has happened since I first announced the game a few months back.
Firstly, I’ve partnered with a old internet acquaintance, Ricardo Chirino, to assist with art. He’s also stepped up on the marketing and promotion front in a big way.
Little known fact: he and I worked together on a submission for a 72 hour game dev competition over a decade ago. In fact, the game did fairly well (2nd overall, 1st in sound, as I recall).
Secondly, our Indiegogo campaign came and went. Though we were able to raise a few hundred dollars, it was nowhere near enough to support the cost of developing for Wii U. This led to a decision to instead focus on PC release first.
Ricardo and I then spent the next couple months polishing up a demo, which was released a few weeks ago. In parallel we worked on promoting the game on Steam Greenlight, including putting together this gameplay video:
Well, it looks like everything is coming together! The game was Greenlit on Steam yesterday and we’ve had quite a few downloads of the demo, as well as some feedback/reviews rolling in (make no mistake, the game is hard!)
What’s next for us? Well, another few months of development, for sure. While we already have a full alpha build of the game there’s still a long list of bugs, additional features, and a whole lot of polish that needs to be added.
To those who have supported us over the past few months: I just wanted to say thanks! We’re in it for the long haul, and we promise you it’ll be worth the wait 🙂