Space Prison - Lau_Rad
Hello, cześć, inmates!

The prison gates are opening again! Play our public demo NOW!

As Polish game devs, we're super excited to be part of the Polish Constitution Days event held by Acram Digital from today to May 10! The demo will be running even after the event, until May 20!



The demo is available in English. It offers a glimpse into the prologue and the first two days of your sentence, which goes up to about 45min of gameplay. Will you manage to join a gang in such a short time?


Download the demo on the Steam page!

https://store.steampowered.com/app/1865930/Space_Prison/

The demo offers 3 playable races: Human, Ferath and Nex. They each have their own perks and skills. Choose from 5 crimes to pick your bonuses and penalties. Complete a handful of quests, fight and recruit rats, meet your fellow inmates, explore the prison, craft makeshift tools, use and hide contraband, and you can even join a gang if you complete its mission within the time-limit!



You can restart your sentence, select a new race and crime, and experience the prison from a fresh perspective.

We’re really excited about this new demo and can't wait to know what you think. Share your feedback in the Steam discussions or on Discord!

Made in Poland!

We're a small indie team from Kraków, Poland, made of 7 ambitious and seasoned game developers. Our goal is to help you escape your daily life by sinking into otherworldly adventures on the other side of the galaxy. Space Prison is our first title and a game that embodies our vision in terms of narration, strong 2D art direction, and compelling themes.

Wooden Alien was born from our sheer love for games, uniting a group of friends and avid gamers driven by a shared passion for creating fun, unique, and immersive experiences that stand out. We'd love to develop Space Prison with you, try the demo and share your feedback with us!



Have fun and support us by wishlisting the game!

Join our community of convicts on:
Discord
Twitter
Facebook
TikTok

See you behind bars!
Wooden Alien Team
May 3, 2024
Toxic Crusaders - ryan.rasing
When battling against Dr. Killemoff’s army of Radiation Rangers, a Toxic Crusader must always ensure their appetites are fully sated! That’s why it’s important to pick up food items as you make your way through the battlefield.


Eating food items satisfies your hunger–signified by their ability to restore health! However, you’ll find that every food item will have a different amount of health to give! For instance, apples will give less health than a chicken wing on a plate!


And you can find food items in even the most unusual places–like after lifting up a garbage can, a mailbox, or even a fire hydrant! But no matter how they appear, you’ll always wanna grab some grub to fight off hunger and replenish that health!

Let’s not be picky with WHERE we find our food now!



Stay tuned for even more!

Be sure to follow Retroware’s developer page to stay up-to-date on all our games, news, and more!

https://store.steampowered.com/developer/retroware
Killer Klowns from Outer Space: The Game - Amber


Join us on Twitch Tuesday, May 7th at 1PM PT for an extra special PREVIEW STREAM where the IllFonic devs will be delivering a first-hand look at Killer Klowns from Outer Space: The Game, as well as answering YOUR questions AND revealing some never-before-seen content!
The Deadly Path - damian
To understand the Deadly Path, it's useful to know what I was doing before I made it.

You see, I used to make Detective games. I made quite a few of them in fact, each larger than the next. In October 2022 I released Riley & Rochelle, a visual novel mystery about two forgotten pop stars. It was released within a month of both Immortality and The Case of the Golden Idol and sank without a trace. Not only was my work distinctly unpopular (except for with my parents), but I felt completely out of ideas. To paraphrase Oscar Wilde - I was fucked. Something had to change.

The main challenge with my games to this point was that they demanded an enormous amount of work for content that would likely only be played once. For example, Riley & Rochelle had 12 original songs, plus countless documents and custom pieces of artwork. It took a year to create something that could be completed thoroughly in 6 hours. I felt tired of hiding clues in newspaper articles and song titles. I wanted to make something re-playable and more system driven, which could be played over and over, without costing millions to make.



At this time I was playing a lot of Stacklands – a village building management game by the Dutch collective SokPop. I was also playing Cultist Simulator, Alexis Kennedy’s genius-level narrative game about dropping cards into slots. Both games combined elements of management, idle games and survival within a board-game-like framework. They had very few verbs, mostly just click and drop. Later I would discover Reigns, which scratched a similar itch.

Crucially, these games didn’t simulate anything. They used timers and spat out results, but nothing relied upon complex under the hood calculations. In Stacklands your villager didn’t need to walk to the warehouse to pick up the fruit to take it to the hall to eat it - they just ate. In fact, the only element of Stacklands that was simulated was the combat, which I thought was the weakest part. Abstraction not only was easier and cheaper to make, it also allowed for more immediacy.

There were other games as well – Domekeeper, Loop Hero, Against the Storm – short games with tangible goals and quick restarts. I loved how compact these experiences are. Where most games want to meander on forever with nebulous goals and weak tempo, these took off like a rocket. You always had something to do and interesting, chunky decisions to make.



However, it was not immediately obvious how I could harness my interests. Nor was I sufficiently educated in systems to be able to imitate my references. Instead I spent quite some time making a game called The Gentle Art of Slaughter, where you play a woman called Abigail, traveling around a frontier town killing cultists. It sounds good, it’s not. It was full of cheesy, weak mini games and was met with universal derision.

Then one day I had the thought, “What about a game where you make a dungeon and defeat raids”. Obviously this bore some resemblance to 90’s Dungeon Keeper, however, I wasn’t worried. Firstly, that game was really old. Secondly, it was a traditional building simulation, where this would be anything but.

Originally, I wanted to make it exactly like Stacklands – dragging monsters onto production nodes to produce resources. It wasn’t exactly the right approach, however, there was a chilling moment of realization when I released a card onto another and a timer started. This works.



I then parked the idea for several months while I worked through Slaughter. When that game had finally gone as far as it could (which was pretty much nowhere), I turned to The Deadly Path. Firstly, I needed to work on my education. I got some sessions with Alexander King, the professor of games economy at NYU, read some books and gradually started to get a handle on this numbers thing. The game progressed, codebases written and rewritten. Things started to fall into place and with help from a systems designer called Arthon Kleerekoper, I turned to crafting the economy of the game,

which will be the focus of the next post.

Thanks to everyone for reading and for supporting The Deadly Path.

See you next time,
Tim
EA SPORTS FC™ 24 - KOLAN72
Meet the EA SPORTS FC™ 24 Bundesliga Team of the Season. Football Ultimate Team™ welcomes a full squad of standout performers inspired by a stunning season in Germany’s highest division.





Meet the EA SPORTS FC™ 24 Frauen-Bundesliga TOTS

Football Ultimate Team™ welcomes the stars of another thrilling campaign in the Frauen-Bundesliga.
Head into Football Ultimate Team™ now to meet the stars of the Google Pixel Frauen-Bundesliga named in the EA SPORTS FC™ 24 Team of the Season.



https://store.steampowered.com/app/2195250/EA_SPORTS_FC_24/
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