Emails are dead - long live contracts!

16 September 2023

The upcoming update will remove emails from the game and replace them with a similar, but different, concept of contracts. As much as we liked the whimsy and storytelling of the emails, in practice they have some issues in Iron Roads:

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Summer updates for Iron Roads: cargo scenario, a proper tutorial, and what the game actually is

30 August 2023

Watching playthroughs for insights

We've had a busy summer with Iron Roads, with the first pre-alpha playtest in May, and Steam's NextFest in June.

After those we trawled through our Discord, Steam, Twitter messages and YouTube playthroughs to understand what was and wasn't working with Iron Roads. Based on that, we've been working towards the 0.1.0 update, which is looking to be...

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Just the ticket

19 June 2023

Something very exciting happened last month: Iron Roads was released into the big scary world and onto the screens of the first batch of alpha testers. What a ride it's been (please excuse the train puns).

We've had an enthusiastic, and unexpected, response to our call for testers. We are grateful to the lovely folks who put up with the bugs...

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Introducing Iron Roads

14 April 2023

We have been working on a train management game called Iron Roads over the past few months. Now that it is beyond the prototype phase and approaching its public debut at Steam's summer NextFest, we thought it would be a good time to start a devlog.

Iron Roads is...

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2022 in review

3 January 2023

Happy New Year!

Inspired by the excellent 8,760 hours guide we've written a recap of last year: what went well, what didn't, where we tried hard and where we didn't.

What went well?

We'll always have Paris was the project that dominated our 2022. It was an artistic project, undertaken purely for the joy of making it. We loved developing it, and...

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1.0.5 update for We'll always have Paris

22 December 2022

We just sent out the 1.0.5 update of We'll always have Paris. There are no big changes, it just fixes a small typo, and a crash that could occur if the game could find no sound devices. We've only managed to reproduce the crash on Windows, but it may have affected other systems as well.

Happy Holidays!

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Adventure X 2022

14 November 2022

We're just back from an amazing weekend exhibiting We'll always have Paris at AdventureX in London. It was inspiring to meet so many narrative game lovers and just generally lovely, like-minded people! We're immensely grateful to the organisers and to anyone who stopped by to chat to us and play our game. We had a ton of fun and hope to do it...

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Streaming to Steam from the command line with ffmpeg

11 November 2022

We were lucky enough to show We'll always have Paris in the AdventureX Steam event last week. We've participated in a few Steam events now, and as the event stream has so far been the largest part of staying visible during an event, it has been a focus for us. It is possible to stream live, but like most developers we streamed...

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Announcing We'll always have Paris

15 January 2022

Since releasing Sarawak, I have been working on We'll always have Paris, a short narrative experience about loving someone with dementia. Today, I'm delighted to publish the announce trailer, and let you all know We'll always have Paris will release in April 2022.

We'll always have Paris is...

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Website redesign and update

6 December 2021

Hello!

We're feeling chuffed to have finally updated our website.

We've done this as the site was originally written for Sarawak, but since creating it we've set up our Etsy shop, and we are now getting ready to release the mobile version of Sarawak as well as the announce trailer for our next game We'll always have Paris.

This redesign makes it easier...

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Sarawak is now out

28 January 2021

Hello everyone!

A few years of researching, writing, editing, programming, editing, illustrating, and then some more editing, and somehow here we are releasing Sarawak to the world.

Sarawak is a narrative adventure game that takes you from the dreaming spires of Oxford to the jungles of Borneo as you make interactive choices and solve puzzles in a story that blurs the boundaries...

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Sarawak is launching on Steam on the 28 January!

6 January 2021

Happy New Year everyone!

We're excited to say that Sarawak is in the very final stages of testing, ready for our Steam release on the 28 January. It will be playable on Windows, Linux and macOS for now.

That's 22 days to go!

A giant thank you goes out to a long list of supporters and beta testers for all their help and...

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Sarawak update: The cogs are spinning!

18 August 2020

We reached an important milestone this week. The words have been written, the puzzles created, the characters drawn, major bugs exterminated. That can only mean one thing: Sarawak is now playable from start to finish.

Cogs are spinning

We told ourselves we'd take a week off to celebrate and take a bit of a breather. Our trip to Malta that we had...

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Announcing Sarawak, a narrative adventure for Desktop and Mobile, launching early 2021

20 April 2020

Progress has been swift on Sarawak, and I am excited to announce and share the first trailer:

Sarawak is a text-based narrative adventure in which gameplay is split between interactive choices and image-based puzzles. It will release for Windows, Linux, and macOS early in 2021, and on Android and...

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Midnight at the cafe

11 February 2020

The night belongs to the poets and the madmen

It is midnight at the cafe.

Wisps of cigarette smoke dance in a cloud above the tables, to the hum of background chatter in a language I do not understand. Jet lag may have initially brought me to this little Kyoto cafe, but now I return ostensibly to write. The real reason...

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Introducing Sarawak

12 January 2020

The resident musicians at the Hotel Nacional de Cuba had a job to do, and the howling winds and lightning strikes were not going to stop them. We sipped our beers by the pool as they sang a pitch perfect rendition of Chan Chan, the rain trickling down the rim of their hats.

What a place. The hotel has so much...

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