Nauticrawl - andre_int


Howdy folks, we’ll keep this one short because, well, there’s TWO whole pages filled with Nauticrawl curiosities now available in the latest issue of Wireframe Magazine!

In this solo-dev spotlight, Andrea goes back to the very beginning of the project and tells the story of how a vintage tram ride in Turin sparked the whole idea of being stuck in a mysterious machine full of buttons and levers. Also inside are insights into the challenges of designing a real-time cockpit controlling a turn-based system. With the release now just a few days ahead of us, we think this is the perfect read to whet your appetite, or shall we say *flood* your imagination?!?

Wireframe Magazine issue #22 is generously available as a free download here. But if you feel like supporting this wonderful indie publication, a physical copy is also available for purchase from their website for only 3£. Support your favorite indies <3

In the same vein, we appreciate every wishlist and social media share that you can contribute. Your support makes a bigger difference than you realize. And don’t forget to come say hi on twitter too, either @andreintg or @nauticrawl
Nauticrawl - andre_int


After roughly 2 years, launch day is nearly upon us and on September 16th I will finally get to share Nauticrawl with you all. This moment for me is one of nervous excitement. Of exhaustion and anticipation. As I look back on making this game, I realize the road to launch eerily parallels what I hoped you as the player would feel experiencing it for the first time. It’s a wonderful loop closing I’d not intended but am delighted to have discovered.

I didn’t always know where the game would take me, how to solve the problems it presented, nor exactly what the right answers were. But I always trusted that the game would pull me where it needed to go.

If in playing Nauticrawl you afford it the same trust, I believe you’ll find it will give you just enough to keep you going. When you succeed, it’ll repay you with a sense of accomplishment that can only come from a goal hard fought and well earned. This is something I feel now that I hope you will soon feel at the helm of these mechanical beasts.

In many ways, Nauticrawl is that indie trope of “something I made for myself”. It’s a reflection of the games I loved as a kid expressed through the game I was finally able to make as an adult. Games have been a huge part of my life, and it means a lot to be able to put something new and unique back into a space that’s given me so much.

Creating it was a weird and wonderful experience full of creative solutions to unscripted problems.

Now it’s your turn to have that experience.

Whether you end up liking it or not, I hope you come away feeling like you’ve seen something entirely new grown from roots of the nostalgic old. That’s been the point of this journey all along <3

Want to Help Out?
Indie games live and die by reviews, wish lists, and word of mouth. If you’d like to help support us without having to spend a dime, please consider doing one or more of the following.

Wishlist Nauticrawl
Follow me @andreintg and/or @nauticrawl on Twitter
Tell a friend or another developer about the game <3
Leave a comment below and let us know you’re here so we can say hi



Nauticrawl - andre_int


Something we’ve not talked much (or at all) about during development is that Nauticrawl will be playable in multiple languages. At launch you’ll be able to play in the following languages:
  • English
  • French
  • Italian (evviva!)
  • German
  • Spanish for Spain
  • Spanish for Latin America

This localization covers all in-game text and menus as well as the Steam page and achievements. We’d love to support more languages in the future but as a small team we have to take manageable bites.

As an Italian-born developer I’m truly excited to be able to bring Nauticrawl to you in my native language. If you don’t see your language of choice above, please let us know in the comments what language you’d like to see in Nauticrawl. No Dothraki, please.

Wishlists and word of mouth make a bigger difference than most people realize. If you have a minute, please consider supporting the game by wishlisting or following me on twitter. Your support means the world to us <3





Nauticrawl - andre_int


Buongiorno! Andrea here, dropping by with some exciting news. I’ve been selected to speak at the Roguelike Celebration 2019 this October in San Francisco.

What’s the Roguelike Celebration?
It’s community-organized event centered around fans, makers, and admirers of the roguelike genre. For two days in October designers, artists, authors, and others will give talks, play games, and have discussions about all things roguelike.

Undoubtedly there will also be heated discussions about what a roguelike is or isn’t. If you’ve got thoughts on the subject - please drop a comment below. I love a good roguelike debate :)

Why am I Going?
That’s a great question. I’m glad you asked. Though we’ve steered away from calling Nauticrawl a roguelike because it conjures very specific expectations in the minds of gamers, it does contain some roguelike elements. My talk has the longest title, "Designing a turn based roguelike inside a real time simulated environment, and the many headaches that come after". It will delve into the challenges that went into designing the roguelike elements of Nauticrawl and making them co-exist with the simulated nature of the machine itself.

So Nauticrawl is a Roguelike?
Well no, not really. But it does borrow from the genre. If you’re a fan of roguelikes and come expecting a pure roguelike in Nauticrawl, you will probably be disappointed. However, if you’re interested in a unique, new experience that draws some inspiration from a genre you love (and probably a couple others as well) this game just might be for you.

Please consider supporting the game by wishlisting or following me on twitter @andreintg

For more information on this event, check out their website at https://roguelike.club/ If you’re in the SF area, maybe I’ll see you there.

Nauticrawl - andre_int

We’re excited to announce that Nauticrawl will be coming to Steam on September 16th! To mark the occasion, we’ve put together a brand new trailer which you can watch below.

https://youtu.be/UC-8UAAE7mc

We began our final push toward launch this week and have started seeing some outlets already picking us up. Please excuse us while we attempt to restart our hearts after hearing PC Gamer say “it looks fantastic."

If you’re the curious type interested in a unique, challenging experience please consider telling a friend about Nauticrawl or wishlisting the game. It makes a big difference and would mean the world.
Nauticrawl

Nauticrawl jams you inside a weird alien vehicle that you don't know how to pilot and just lets you get on with figuring it out, or not figuring it out, dying and then trying a different approach. It's part sim, part roguelike and learning how to control your new vehicle is one big puzzle. 

The vehicle, the innards of which you can see in the trailer above, is controlled using a complicated board of screens and levers and buttons begging to be pressed and pulled—the best kind of UI. It looks fantastic.

Learning how a ship works is one of the best parts of a space sim, so I'm delighted someone's gone and made a whole game about it. Creator Andrea Interguglielmi says it's the product of a childhood spent pretending to pilot submarines and robots, and years spent playing space sims and text adventures. 

I'm reminded of Objects in Space, a space sim that plays more like a stealthy submarine game. Like Nauticrawl, it's a very tactile game where you experience the universe largely through little screens and radar readings. 

Nauticrawl is due out on Steam on September 16.

Nauticrawl - andre_int

In this devlog I'd like to detail the (painful) process that went into making Nauticrawl a transparently turn based crawling game, while not sacrificing the immersive experience of piloting a machine in real time.
Have a read if you want to know more:
https://andrea-intg.itch.io/20000atm/devlog/83453/how-a-real-time-simulated-machine-ended-up-with-a-turn-based-gameplay
Nauticrawl - andre_int
With the first beta just wrapped we thought it'd be nice to share some thoughts, some of the feedback from our testers and some of the most immediate changes for the next build of Nauticrawl.
If you are curious about what happens in the engine room of our Nauticrawl, please have a read at the new dev-log here:
https://andrea-intg.itch.io/20000atm/devlog/72310/end-of-beta-atmosphere-game-play-challenges



Mar 16, 2019
Nauticrawl - andre_int
Hello and welcome to Nauticrawl’s steam page and our first post here!
What you see on this page is the fruit of two years of hard work, it really shows when we look back at some of the screens from the first prototype, back then simply called 20’000 Atmospheres. Yet, it feels like this is all just a new start for this project, maybe it’s because of the shiny new steam page, or maybe it’s because of our first beta publicly announced a few days ago and the amazing response we had with a lot of people getting involved!
In any case, whether you’ve been following this peculiar project from the beginning or whether you just landed here, this is an exciting time to follow its future developments, lots of cool stuff coming this way, stay tuned, pilots!

Follow our official twitter account for development updates: @nauticrawl



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