Earth of Oryn: an upcoming story-driven city builder by Eli, indie developer working in rural Belgium
Belgian indie developer Edouard a.k.a Elivard has quit everything to pursue his ambitions and create the city-builder of his dreams titled Earth of Oryn. He has told us about this journey, the desire to stay independent, and drawing inspiration from classic games and Tolkien’s world.
Retro Forge on making 16-bit metroidvania Souldiers: “Keeping the entire world consistent has been a nightmare”
Spanish indie studio Retro Forge Games has just launched its debut title Souldiers, a 16-bit metroidvania offering a hardcore combat system and a big colorful world. We have discussed the game’s development and challenges the team faced along the way with the studio’s co-founder and programmer Leo Fernandez Infante.
Afterburn on crafting Railbound, a cozy track-bending puzzle game that looks like a comic book come to life
Railbound is an upcoming track-bending puzzle game created by Poland-based indie team Afterburn. We spoke with the studio’s founder Luke Spierewka about the game’s development and creating its distinctive, comic-inspired visuals.
Alkemi on its story-driven card game Foretales: “It’s not supposed to be less fun because you decided to avoid killing anyone”
Alkemi is a small 5-person team based in Nantes, France. We have reached out to the studio’s founder Alain Puget to discuss the adventurous development of Foretales, a narrative-driven card game with a non-linear story, which is expected to come out this summer.
Indie dev Jamie Rowan on making Clockwork Kingdom, 1-bit dungeon crawler where you can’t move at the start
Clockwork Kingdom is a small black and white dungeon crawler where the player has to escape the toy factory. The catch is that you can’t move initially and have to gradually unlock movement directions to make your escape. Today we discuss the concept and main inspirations behind the project with its creator, London-based animator and indie developer Jamie Rowan.
AweKteaM on Tower Princess, adding roguelite twist to 3D platformer, and different angles of indie gamedev
AweKteaM is a small indie studio based in Spain, which is now working on its upcoming roguelite platformer Tower Princess. We spoke with the team about the development and challenges on the way to offering their own vision of the genre.
Meet Dennis Opel, indie dev behind Punch-Out and Berserk-inspired hack ‘n’ slash game Labyrinth
Artist and developer Dennis Opel has been in the industry for over 20 years, recently debuting as an indie. Today we discuss his creative journey and upcoming hack ‘n’ slash game Labyrinth with a heavy focus on sword fights.
34BigThings’ Valerio Di Donato on how a year under Saber has treated the studio
In November 2020, Embracer Group acquired a 100 percent stake in Turin, Italy-based 34BigThings through its subsidiary Saber Interactive. We caught up with Valerio Di Donato, CEO at 34BigThings, to discuss how, if at all, the acquisition by the corporate giant has changed the studio that has always prided itself on the freedom to be “superweird.”
Solo dev Ivan Porrini on making B.I.O.T.A., a Game Boy-style metroidvania that is on the player’s side
B.I.O.T.A. is not only a charming homage to retro 4-color Game Boy titles, but also a metroidvania with some tricks up its sleeve. We spoke with Italian developer Ivan Porrini, a.k.a small bros, to discuss his gamedev journey and the process of making this project.
Techland’s Kornel Jaskuła on Dying Light 2 development and narrative: “Not a typical sequel”
Dying Light 2 Stay Human has climbed the sales charts like they are some parkour-friendly rooftops. The game’s production, however, has not been without challenges. We spoke with Kornel Jaskuła, senior producer at Techland, about the game’s development and its narrative, as well as the company’s growth and the way the pandemic has affected the internal processes.
Flazm on Time Loader, indiedev, and publishers: “Only a few survive the valley of death”
Time Loader is a new story-driven and physics-based puzzle game created by small indie team Flazm. We spoke to the studio’s head Alexey “Flazm” Davydov about the development process, the game’s mechanics, publishers, budgets, and the indie dev space in general.
Selfloss creator Alex Goodwin: “Lots of publishers don’t care whether you have money or not, you’ve just got to owe them something”
Annapurna. Versus Evil. Raw Fury. Is working with these publishers a dream come true for indie devs? Alex Goodwin, the solo creator of much anticipated title Selfloss, has been there, done that. In an interview with Game World Observer, he shares his experience and warns fellow creators to curb their enthusiasm.
Sharon Fisher on harassment and toxic behaviour in video games: “The old-fashioned approach to moderation needs to be re-thought”
Just over a month ago, Unity bought AI-driven audio analysis platform OTO to fight toxic behavior in multiplayer games. A month before that, Discord acquired Sentropy, a company behind AI-powered software to detect and remove online harassment. We sat down with Utopia Analytics‘ Sharon Fisher, a veteran in the games moderation space, to discuss the challenges the industry is facing in its quest to make the gaming environment safer.
Anshar Studios’ Mateusz Greloch looks back at Gamedec’s launch and looks forward to more fully narrative RPGs
Cyberpunk isometric RPG Gamedec came out on September 16. The game, inspired by the Gamedec book series by Marcin Przybyłek, puts you in the shoes of a game detective, who solves mysteries inside virtual worlds. A year ago, we discussed the Gamedec demo with the development team known as Anshar Studios. Now, days after the title’s release, we caught up with Mateusz Greloch, Community Manager at Anshar Studios, for an update on what has been…