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PA: You are partnered with Atlus for the release. What was behind that decision?

TW: We were actually planning to self-publish, but the market for small games and indie games is getting more and more saturated. There’s a real discoverability issue. Atlus is a well known publisher with a great track record and will be instrumental in boosting our signal and reaching a wider audience than we could ever do on our own. I’m personally looking forward to working directly with Atlus in polishing up the title and tailoring it for each platform.

PA: How far along is Rollers? Holiday 2014 is a bit more firm for a release date than you’ve had before.

TW: Rollers is very far along, we are finishing up a little content, revising some things that could work better and polishing and tuning.

PA: Will the game be coming out for all three platforms at the same time?

TW: That’s a question for Atlus.

PA: Will there be a release on any other platforms in the future? Last gen? Microsoft systems?

TW: Phantom Compass would like to reach as many platforms as possible with this game. Can’t comment further on that.

PA: You’ve been working on Rollers for a LONG time. How does it feel to see the light at the end of the tunnel.

TW: I’m super happy for our team and everyone who’s worked with us along the way. This has been a passion for a lot of us, for a long time, and the industry validation we’ve received has been very rewarding.

PA: A lot of big games have been punted to 2015, but fall 2014 is still pretty busy. Are you worried about the competition at all?

TW: “Rollers” is such an oddball game that I think we’ll stand out.

PA: Anything else you want to add?

TW: There’s more to the “Rollers” universe than a single game. Stay tuned!