Idea Jam: Update #1

Hello Underflowers, How do you know when you are satisfied? This is the question I wrestle with now and from several angles. How do I know when I’ve found the right Idea Jam prototype to move forward with? How do I know if the player will be satisfied with it? Will I be satisfied with it? In this world there is no way of knowing you are on the correct path to success. [Read More]

Semimonthly: August 2020 #1

Greetings Underflowers, First you might have noticed that the second semi-monthly update this month is unlikely to come. Sometimes I get bogged down or not enough happens that I might skip an update or two. If you are interested in what I am are working on and am fairly silent on the website then jump into the discord to ask questions and chat. I’ll be considering changing the title of this feature because semimonthly feels too strict. [Read More]

Semimonthly: July 2020 #2

Hello Underflowers, This update is pretty light due to previously mentioned milestones. I go into talking briefly on Retrospective Goals - Tachyon: allow the player to start uncovering alternative timelines. I accomplished this via some script instancing in Godot. So simply put I can compare global variables like “has_installed_mods” and unlock doors or interactions which wouldn’t be unlocked otherwise. Overall this went well and I had a lot more time than I thought I would. [Read More]

Semimonthly: July 2020 #1

Hello Underflowers! So last time I had laid out some goals. I wanted to give a retrospective on them. Retrospective Goals - Footrope: Finish up the turn-based switch over and start designing and implementing the deception mechanic. This ended up being a lot of work. So the turn-based gameplay isn’t fully in. I’ve had to technically redesign the navigation stem because I was using a navmesh before but instead I wanted a cell based movement system for turn-based gameplay. [Read More]

Idea Jam: Update #0

Hello Underflowers, So this is the first Idea Jam update! I introduced the idea jam in our very first Semimonthly Update which went over the origins of the idea jam. Let me briefly explain how the idea jam will go. I am going to design, create and polish a few games to the prototype phase. These prototypes will be experiments of game mechanics I find interesting. From there I am going to only proceed with one of them to build out to a release state. [Read More]

Semimonthly: June 2020 #0

Hello Underflowers! It’s been quite a long time (over a year! Shame on me!) since you’ve gotten an update on the website but the discord is updated almost daily with random ideas, thoughts and challenges I’ve been solving. Of course expect more blog/vlog based updates going forward. So what has Underflow been up to? Midnight Ghost Hunt Midnight Ghost Hunt is a contract we’ve been working on and it’s been great. [Read More]

Hackpoint An Introduction

Greetings Everybody, Today we are officially announcing our next title, Hackpoint. First, the game’s title has changed a bit over time. You might have heard us talking about “Data Broker” or “Codename CyberGyver”, but we have finally settled on the name Hackpoint. Regardless of our title change, our game’s direction is the same as before. An immersive simulation game set in 2099, decades of climate change, warfare, disease and famine had left Earth in a hopeless state. [Read More]

The Away Team V2.5: Demo and Soundtrack Released!

Greetings space travelers! Today, we are proud to finally announce that The Away Team’s demo and soundtrack are now officially available. Alongside this, we are also releasing a patch that brings in a few new features. The Away Team’s Soundtrack is available for US$5, and includes a mix of 16 ambient and melodic tracks in FLAC format. This has been long-requested, and we’re glad to get the high quality versions of the game’s music tracks into fans’ hands. [Read More]

The Away Team: Lost Exodus Making Memories

What makes something memorable? Memory is a fickle beast. Humans are terrible at remembering things. This is fine, even important. Our brains are heavily optimised toward making sure that we can keep track of things that, evolutionarily speaking, are important to us, and that comes at the expense of culling a whole lot of things that aren't. The way that we process experiences and store memories itself is convoluted as well. [Read More]

The Away Team: Lost Exodus Released!

Hello and greetings Space Travellers! It is with great pleasure that we announce that The Away Team's Lost Exodus update is out and available to play right now! In addition to bug fixes, stability improvements and good old typo corrections, the Lost Exodus update includes: Expanded story, increasing the game's mission content to over 120,000 words Enhanced sector exploration with new ship handling, random event missions and asteroid fields Fancy new ship graphics A new crew role experience system A new unlockable character with their own story arc to explore Over 50 “memento” items for crewmembers to collect 11 new Steam achievements A new character editor with Steam Workshop integration Improved sprite rendering Clearer text and an optional dyslexic-friendly font Some things you might be interested in checking out before you play: [Read More]