Sweet new business cards.
In other news, I am now allowed to say that I have been working with Unreal Engine 4. Nothing to say yet about what we’re making, kind of just bragging on here. Speaking of which I have a new super-sweet gaming laptop for devving on.
Also, I’ll be in the UK from the 25th of November to I Don’t Know Exactly When. Brits who fancy a hang should definitely hit me up.
We are mega-psyched to announce that InFlux has just been released on Steam! You can buy it through the fancy widget above. It’s currently 10% off which means you pay $8.99 instead of $9.99. You basically can’t afford not to buy twelve!
This is obviously Kind Of A Big Deal to us so I’d like to take this opportunity to thank all the folks who’ve supported us while we made this game and struggled through Greenlight, including everyone who voted yes on it and our extensive library of friends and family. You are all the best.
If you don’t love Steam, you can, of course, still buy the game through Humble, GOG and Amazon, with others still probably to come.
It took a year, but InFlux was amoung the hundred games that got Greenlit on the 29th! We’ll be getting it up on Steam as soon as possible. Many many thanks to our 25,728 best friends who voted for the game, and to everyone who’s already bought the game through Humble, GOG or Amazon. You are the best. <3
Stay tuned for glorious Steam game ownership. Thanks again urrbody.
So a month and a bit ago we exhibited at PAX Australia. The next week InFlux finally came out, and then last week it was finally Greenlit, and now it’s getting ready to make its debut on Steam.
InFlux won a spot in the Australian Indie Showcase, so we got a free 3×3 meter booth in the Expo Hall to show the game off. This was the first time we’d ever shown off a game somewhere public in the Physical World, and this pog bloast is named in honour of a Blendo Games one that was an extremely helpful read, and I think went a long way toward making our booth a success, which it was. We had three PCs running the game for all three days, and people were playing on all three machines almost the entire time – sometimes queuing up for it, even. We also had a TV looping the launch trailer I’d hastily thrown together the day before. We’d just barely got a shippable version of the game together and were telling everybody it’d be out on Tuesday the 23rd on GOG and Humble, without being quite 100% sure that it would be. Thankfully it was.
The booth was manned by myself, Jorn van de Beek all the way from Holland, and Will Mesilane, all clad in Impromptu shirts, and it ended up looking like this:
The bloody-enormous InFlux poster, TV, and tall table and chairs were provided by PAX. Two of the PCs were mine (leading to some serious logistical issues trying to organise distribution outside show hours) and the third was helpfully provided by Pub Games, along with a couple of trestle tables and office chairs. Will was able to get a hundred or so A3 posters printed, which we offered to anybody who sat down and played the game for a bit. Lance McDonald of Black Annex fame also saved our bacon by hooking us up with an extra set of headphones when one of ours failed.
Seemingly against all odds, almost nothing went wrong for the entire show. Players found bugs, but none of them were game-breaking. Being able to learn from Blendo’s few mistakes through their blog post meant that we mostly pretty much nailed it and the show was a great success for us. We had a significant spike in Greenlight votes and got a huge amount of interweb coverage of InFlux. The other devs in the Indie Showcase all turned out to be really cool. We had a great, if exhausting time, and would be really excited to come back next year if only Krahulik would cut this shit out.
Here’s our Greenlight vote graph around the time of PAX (19th-21st):
And the inevitable, heartbreaking teardown:
It’s really peculiar watching one of these shows completely evaporate in the twenty minutes after closing.
And, yes, we got to keep the giant poster:
You can now buy InFlux from our site through a sweet Humble Store widget via the link above! Very soon you’ll also be able to buy it on GOG.com and Amazon.It’s still not on Steam, but we’re hoping a lot of you will support us by buying it now rather than waiting for that to happen. We definitely plan on hooking you all up with Steam keys when we’re Greenlit, regardless of what platform you buy it on.
This is the Windows version of the game – the Mac version should be available in a few days, once we’ve tested it properly. Thanks, all of you, for supporting us and helping to spread the word! We hope you enjoy the game.
If you want to provide feedback or have any questions about anything, I can be reached at:
and will definitely read and try to respond to everything I receive.
Thanks, and have fun!
Last night a couple of us decided to make a ski game for the Rift inspired by SkiFree. We worked on it for about five hours I think. The physics are a little glitchy for UDK reasons but it’s mostly good – high FPS will help. As with the UDK Rollercoaster, setting the resolution higher than 1280×800 so the rift downscales will get you a far better image. The console command for that is “setres 1920×1200″ or whatever resolution you want.
Mostly self-explanatory. Left/right turns left/right. Forward and back push you a little bit in that direction.
Press T to restart the level (it’s quite short but it has a TWIST ENDING).
Use a 360 controller for extra SKI PRECISION.
InFlux is almost ready to go. Saturate your whistle with this brand spanking new trailer.
I just realised I can embed it. Holy shit.
Back in the day, when we made Shotgun Sunrise, there were going to be three levels – imaginatively enough, a desert level, a snow level and a forest level. We released with the desert level and I got about halfway through making the snow level, SS_Revolver, before Shotgun Sunrise gradually ceased to be. FAST FORWARD TO TODAY. Exclusive to Don’s Youtube Ecstasy, a full-colour video retrospective on that ill-fated but seriously kind of cool video game map. Go.