The End Is Nigh is a sprawling adventure platformer where the player takes control over Ash, one of few “things” that have “survived” the “end of the world”.
Follow Ash as he flops his way through a future of pain and suffering. Feel his stress levels rise as you throw him into an endless swarm of decaying, mutant animal-like creatures and help aid his final epic quest… to simply make a friend (out of pieces of people he finds along his journey).
Oh, also you collect video game cartridges and tumors! if that does anything for ya.
Features:
600+ levels!
12+ explorable chapters!
20+ collectible and fully playable mini game cartridges! (each with their own tiny achievements!)
80+ achievements that will make you feel good about yourself
100s of collectible little squishy tumors!
loads of hidden extras and endings that you will probably see someone else find before you do!
and stress!
I’m extremely proud to announce that Tyler and I finally finished something! After months of working in secret I can now say that our game is called The End is Nigh and it will be releasing on Steam, July 12th (in 5 weeks!).
A little back story….
In September of last year Tyler and I announced that we were working on a new game called 0uroboros, a platforming shooter with randomly generated environments. after a year of working on it, it felt 10% done. In order to avoid it becoming another mewgenics, we needed to figure out how to refocus it before it grows out of hand.
while working on 0uroboros we would take small breaks to prototype a few other ideas, but it wasn’t till December that we actually sat down and decided to do a full game jam and see what would come out. within a week what we had was a completely stripped down platformer with an adventure game “open” feel where the levels were all locked into tidy little boxes but attached in a way where they could be explored… it felt a bit like VVVVVV meets 1001 Spikes with a Spelunky control setup and it felt perfect.
once again what started as a 2 week mini project sprawled into, by far, the largest game (level wise) I’ve ever worked on. I’m extremely proud of what we’ve accomplished with this game, it embodies aspects of basically every game I’ve ever created and I’m super excited to see what you guys think.
and now a little QA to clear up some frequently asked questions:
Q: is this the Steven game?
A: well it’s not 0urboros, but themes from it did bleed a great deal into it… you could say that in a way The End was a continuation of themes that i explored in Time Fcuk and 0uroboros… Steven is the glue that holds all my games together!
Q: so does this mean 0uroboros is dead?
A: not at all! I’m positive 0uroboros will eventually see a release, we just need some time away from platforming for a bit.
Q: why didn’t you announce this game sooner?
A: because i have way too many projects that I’ve announced become vaporware shortly after announcing and I’m sick of it, from now on I’m only going to announce stuff a month or two before release.
Q: what happened to bum-bo?
A: The Legend of Bum-bo is still very much in dev and scheduled to release this year in December.
Q: are you you working on any other projects currently?
A: no, just bum-bo for the rest of the year (and i guess isaac booster packs).
Worked on a Tutorial for Solar Settlers all day today! Got just a few things left to touch up before getting some playtest feedback! Can’t wait to have you guys get your hands on the game! 🙂
P.S Solar Settlers is still on greenlight and could use your vote here.
Really cool video by Keith Burgun about how strategy game designers can use design patterns from Legacy games (like Pandemic Legacy) to incrementally introduce complexity to players, and therefore enable them to make a more complex (and more deep) game without sacrificing initial accessibility.
Considering something like this for Solar Settlers now… :thinking:
Patch Notes:
-Rank is now adjusted after 1 win or 1 loss (previously 1 win 2 losses)
-Fixed bug with used goods not refreshing in Ranked mode
-Fixed bug with Compass & a good in the cargo hold
HUGE overhaul to Breezy Mode
This version is fast-playing and more streamlined! Can’t wait for you guys to try it out. I lost 3-4 hours yesterday “playtesting”.
Current Rules Changes From Ranked Mode:
-Goods value only based on quantity for first round (random every round thereafter)-You can no longer sell undemanded goods
-Boats down to 2 (may go back up to 3 at higher ranks)
-Reduced board size
-Removed gold completely
-Maps now cost 1vp (one available at each city/round)
-Upgrades are free at 2/3 cities per round
-Removed refuel from shop
-Contracts are now 3 of the same good
-Contracts are not rerolled each round and are for 3 of the same good
-Moving out of cities does not cost fuel
-All boats refuel up to full each turn
-Wind meter max is now 6 (+1 when 5+ Wind Meter)
-Wind Meter goes to 0 at end of turn
-2 Goods are randomly spawned at the start of each round
-Modified Carrot pattern
-You can now pick up items mid-glide
-Added “goods” abilities to boats as default upgrades
-Reworked a couple upgrades slightly
-Goods can freely be dropped and picked back up in unused holds
The Axes and Acres ‘Spring Cleaning’ Patch 1.06 is LIVE! Changes are as follows:
-Added stats screen to main menu
-You can now use the move box even with no workers on the board
-Fixed bug where you could deploy a 4th die to a space if you had two reproduce faces on it
-Added feature to highlight spaces that can be targeted by Hunters Hut card
-Added hide/show button to tutorial popup
-Fixed up some wording in the tutorial
-Fixed bug with reproducing too early in the tutorial
-Fixed bug with roads not calculating properly on very complex boards
-Fixed a bug with win streak triggering on 4 wins (now triggers on 3 properly)
Okay! Who’s ready to learn about how cards are played in Solar Settlers?
So on the most basic level, each card has a type of space it can be played on (indicated in your hand just below the name of the card). So in this example, the Mining Colony must be built on a rock world and the Hunting Colony must be built on a Jungle World.
Fortunately, in this circumstance we have discovered a nearby jungle world ready to go, so we’re able to play our Hunting Colony right away, which is nice because it gives us a habitat for our colonists to live in (victory in Solar Settlers comes by “retiring” a certain number of colonists into suitable habitats!
If we wanted to play some of our other cards from our hand, we would need to explore more of the nearby sectors, which I’ll go into more detail about in another blog post, so stay tuned for that.
In other news, the Solar Settlers Greenlight is off to the best start of any Greenlight campaign BrainGoodGames has had so far. We’re very close to passing Minos Strategos’ vote total, so if you haven’t already, go vote and you could be the one to push us over the top! Thanks so much for all your continued support!
Launch trailer below. Thank you all so much for your support!!
Solar Settlers is a card-driven space exploration strategy game set in the far future. Our sun is on the verge of collapse and so mankind has taken to the stars aboard colony ships to seek out a new home. You are the caretaker of one such ship, and must carefully manage the planets you find, technology cards you posses and fellow colonists as they gradually awaken from a long cryo-sleep in order to scratch out a new cradle for humanity.