I’ve just taken a few days off for the first time since Christmas/New Year, and wow, I really needed it. I have to learn to stop working myself to the point of exhaustion. I always realize I’m totally burned out way too late. Of course, the main reason this keeps happening is that I so desperately want to get The Council of Crows out of the way, but the amount of effort it takes to work on a Lands of Dream game can’t always be sustained like you’d think. The Sea Will Claim Everything was created in an insane rush of nonstop work that went on for several months, but if I want to make a game that’s equally good, and more elaborate in a lot of ways, I just can’t do it like that. Sometimes I need to stop and recharge my batteries, do some research, find some inspiration. I need this more with the Lands of Dream games than with other work, because of the sheer amount of references and links embedded into each game.
I retrospect, as I’ve said before, something like Patreon would have been a much better model for supporting the Lands of Dream. Much better than Indiegogo, not because there’s anything wrong with Indiegogo, but because this particular type of game is just too unpredictable.
Speaking of Patreon, since it’s taking me so long to finish the game (and it’s mainly me, at this point, as Verena’s health problems that made drawing difficult are getting better), I’ve decided to keep treating the Indiegogo backers like other people do their Patreon supporters. Which means that since Omegaland is finished and greenlit and coming to Steam in the next few weeks, backers will receive keys for that game too. Please make sure to keep your Indiegogo email up to date, or let me know if there’s a problem.
The good news is that old projects are finally getting finished, and there are new projects to look forward to. Games may always take longer to finish than anyone expects, but this year they are getting finished!
In terms of new projects, there are several that haven’t been announced yet, but you may have heard about Phoenix Point. That’s the strategy game from Julian Gollop, the creator of X-COM. And, umm, do I need to say more? X-COM has been a huge influence, and I think this is the first time that I heard about a project and immediately said “please hire me!” I’m co-writing this game with Allen Stroud, and the first couple of stories (background material, but can be read on their own) are already available on the website. Mine is called The Hatch, and there are more to come.
I’ll write more in a separate post soon, but this is obviously ridiculously exciting.
The other projects I’m working on are games I’m co-writing with Verena, and I can’t wait to tell you more. Hopefully I’ll be able to do so soon.
In general, it looks like 2017 will be the point where a lot of the hard, exhausting work of the last few years pays off, and you all finally get to enjoy the stories that have been haunting my brain for so long. Now, if the world could refrain from ending while I finish this stuff, that would be good.