Hello Everyone, it’s been awhile since our last update, we’re sorry for such delay. We have a lot to say about what we’ve been doing such a long time. But first of all I would like to thank you for your interest and support. We’re still getting lots of emails with questions, suggestions and offers, from people willing to help us get game better, we appreciate it and aware that huge load of responsibility.



It’s been almost 1.5 month since our kickstarter campaign ended, and here is what we’ve made since that time, it may seem not a lot, but practically we’ve made a great job defining our vision in details. It’s way better to move forward, when you have a detailed roadmap in your hands.

With our humble resources, we try to optimize every process. Shifting to 3d characters allows us produce content in a much shorter terms, sharing animations between different characters and produce their variations takes just a few clicks. Here’s how they look.

And act

The next thing, is tactical battle. As it heavily affects core gameplay, we needed to prototype it and include in balance as soon as possible. So here is a short view of mechanic we’ve implemented. Keep in mind that it’s not final quality look, and everything is a subject to change. Also it’ll be available in an upcoming build for kickstarter alpha backers, we’ll be glad to hear your feedback.

We’re working closely with Matt, our composer, and he has already made a few great tracks for our game, that you’ll also be able to check in a build. Check out his soundcloud for some preview if you’ve missed them.

There were plenty of other little things we’ve made and in sum they form a very huge one. Everyone asked us about gameplay deepness, strategic gameplay and shift from cookie-clicker mechanic. We thought a lot about it and moved there, developing game design on that ground. As a result we’ve removed junkie lines with manual selling, raw material manual purchases, and in general, lots of micro-control, manual tasks, that made player do a lot routine job. Instead we brought a lot of macro control, and let player make real strategic decisions. You’re still need to layout your basement, trying to protect it from aggressive environment, manage personnel, and so on. The most important puzzle to solve is to find outlets, where you can pass off your stuff safe and profitably, keep balance in production, sales, demand and security. We tried to avoid dominant strategies without loosing control, and it looks like, we’ve achieved it. we’re currently working on implementing that complex economic mechanism, that affects the whole game. For now it’s the key task, we need to accomplish to show you build. There are still lots of design decisions to be made, and we hope we’ll make them together.

Sorry for that long waits again, Thanks for your patience. As soon as we got something to show, you will get an update. Feel free to ask us any questions, especially regarding game design. Thanks again!

P.S. A couple weeks ago we’ve participated in another ludum dare event, It wasn’t announced here, but if you’re interested go check out our experiment: a tiny horror-game named “Happy Ludum Dare”!