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Hello! I'm Tom. I designed a game called Gunpoint, about rewiring things and punching people, and now I'm working on a new one called Heat Signature, about sneaking aboard randomly generated spaceships. Here's some more info on all the games I've worked on, here's the podcast I do, here are the videos I make on YouTube, here are some of the articles I wrote for PC Gamer, and here are two short stories I wrote for the Machine of Death collections.


By me. Uses Adaptive Images by Matt Wilcox.

Heat Signature’s Launch, And First Player Legend

A Leftfield Solution To An XCOM Disaster

Rewarding Creative Play Styles In Hitman

Postcards From Far Cry Primal

Solving XCOM’s Snowball Problem

Kill Zone And Bladestorm

An Idea For More Flexible Indie Game Awards

Teaching Heat Signature’s Ship Generator To Think In Sectors

What Works And Why: Multiple Routes In Deus Ex

Natural Numbers In Game Design

Naming Drugs Honestly In Big Pharma

Writing vs Programming

Let Me Show You How To Make A Game

New Heat Signature Video: Galaxies, Suction And Wrench-Throwing

What Works And Why: Nonlinear Storytelling In Her Story

My Idea For An ‘Unconventional Weapon’ Game

From Gunpoint To Heat Signature: A Narrative Journey

The Cost Of Simplifying Conversations In Videogames

What Works And Why: Invisible Inc

Our Super Game Jam Episode Is Out

What Works And Why: Sauron’s Army

Showing Heat Signature At Fantastic Arcade And EGX

What I’m Working On And What I’ve Done

The Formula For An Episode Of Murder, She Wrote

Heat Signature Needs An Artist And A Composer

Improving Heat Signature’s Randomly Generated Ships, Inside And Out

Gunpoint Patch: New Engine, Steam Workshop, And More

Distance: A Visual Short Story For The Space Cowboy Game Jam

Raising An Army Of Flying Dogs In The Magic Circle

Floating Point Is Out! And Free! On Steam! Watch A Trailer!

Drawing With Gravity In Floating Point

What’s Your Fault?

The Randomised Tactical Elegance Of Hoplite

Here I Am Being Interviewed By Steve Gaynor For Tone Control

Heat Signature: A Game About Sneaking Aboard Randomly Generated Spaceships

The Grappling Hook Game, Dev Log 6: The Accomplice

A Story Of Heroism In Alien Swarm

One Desperate Battle In FTL

To Hell And Back In Spelunky

Games Vs Story 2

Gunpoint Development Breakdown

Five Things I Learned About Game Criticism In Nine Years At PC Gamer

My Short Story For The Second Machine Of Death Collection

Not Being An Asshole In An Argument

Playing Skyrim With Nothing But Illusion

How Mainstream Games Butchered Themselves, And Why It’s My Fault

A Short Script For An Animated 60s Heist Movie

The Magical Logic Of Dark Messiah’s Boot

Arguing On The Internet

Shopstorm, A Spelunky Story

Why Are Stealth Games Cool?

E3’s Violence Overload, Versus Gaming’s Usual Violence Overload

The Suspicious Developments manifesto

GDC Talk: How To Explain Your Game To An Asshole

Listening To Your Sound Effects For Gunpoint

Understanding Your Brain

What Makes Games Good

A Story Of Plane Seats And Class

Deckard: Blade Runner, Moron

Avoiding Suspicion At The US Embassy

An Idea For A Better Open World Game

A Different Way To Level Up

How I Would Have Ended BioShock

My Script For A Team Fortress 2 Short About The Spy

Team Fortress 2 Unlockable Weapon Ideas

Don’t Make Me Play Football Manager

EVE’s Assassins And The Kill That Shocked A Galaxy

My Galactic Civilizations 2 War Diary

I Played Through Episode Two Holding A Goddamn Gnome

My Short Story For The Machine Of Death Collection

Blood Money And Sex

A Woman’s Life In Search Queries

First Night, Second Life

SWAT 4: The Movie Script

Heat Signature’s Fair Points Update: Reacting To Good Reviews

I was too nervous to read Heat Signature reviews for two weeks after launch. I was relieved to see the scores were great, and after 3.5 years of work, that was all I wanted to hear: I didn’t want to know what their caveats were.

Once I calmed down and read them, though, I was delighted: they were not only very positive, but they told entertaining stories and made intelligent points. And almost every critique I read I thought was a fair point. Hence this:

The Fair Points Update

5 new features and 3 new items, in direct response to review critiques, designed to round the game out and make it more fun for more people.

We also added a gun that fires acid money to melt the flesh from your enemies and leave only chemically bleached bone. No-one asked us for that, we just kind of did it, and now here we are.

This post goes into all the design logic, critiques and features – if you’re only interested in what’s been added, the Steam Announcement covers only that. Continued

Death is Canceled for Space Halloween

For the duration of Space Halloween (27th of Space October to the 1st of Space November), life and death in the Drift will be a little different: Continued

Heat Signature’s Launch, And First Player Legend

I reshuffled this post a bit so I can link this part more easily:

Update On The Everything Gun

It’s been great to see how much people are loving this very silly weapon, and how excited people are to send us shots of them finding it. One thing I didn’t forsee was that for a small number of people, it could cause anxiety: the fear of missing out, or even when they have it, the fear of somehow losing it. So we’re going to simplify it:

If you play any time between now and Oct 5th, you’ll unlock the Everything Gun as a random drop.

Within six months, we’ll unlock it as a random drop for everyone.

I hope that allows it to still be a special thing for everyone who was part of our launch, without causing anyone worry. A few more details if you need them:

  • If you’ve already stolen it from the shipment (even if you died right after), you’ve already unlocked it even if you don’t play again before Oct 5.
  • You can still steal it from the shipment if you haven’t already, that’s just a reliable way of obtaining it the first time.
  • Its unlocked status is stored both in your saves and backed up on Steam Cloud (unless you’re playing off Steam or have disabled Steam Cloud).
  • It’s a file called Progress.dat if you want to back it up manually.
  • Once it’s unlocked for everyone it’ll just be in the game, no save file involved, so there isn’t and never will be any way to permanently lose it.

Three things to know about finding it as a random drop:

  • It’s a Unique Item, the rarest tier, so it doesn’t come up frequently.
  • It’s a Unique Item, so there’s only one per galaxy. If one of your active characters has it, you won’t be finding it in crates in this galaxy, because look, there it is, that person’s got it.
  • Any time it’s not owned by one of your active characters, you can find it. Doesn’t matter how/why/when it was lost. Doesn’t matter if a character retired with it and didn’t pass it on. Doesn’t matter if you blew it up or flung it into space. Honestly it sounds like you’re trying to lose it, but tough, you can’t.
How The Launch Went

Heat Signature has been out for six days, and my God. It has been a storm. The good kind. It took three and a half years and I spent about £200,000 on it, making it probably the biggest risk of my life. And by the time it was done, the chance for any given indie game to succeed had dropped enough that the term for this trend ends in ‘pocalypse’.

I knew I wouldn’t have another Gunpoint-size success – that came out in the sweet spot for indie, when demand was high and supply was low. So my best-case-scenario was to do half as well as Gunpoint did in the same timeframe. Continued

Heat Signature Is Out!

Or you can buy it from the Humble Store.

Supporter’s Edition

There’s also a Supporter’s Edition, which comes with a bunch of fun extras:

  • Play through Heat Signature’s development with 8 early prototypes from its 3.5 year development.
  • Watch 9 developer commentary videos showing and explaining its evolution: from drilling through hulls to liberating empires. (Total: 70 minutes)
  • Own the full soundtrack in 320kbps MP3 format. (19 tracks, 83 minutes)

And on the Humble Store.

Technical Issues

If you’re having any technical issues, we’re posting any known solutions here, and you can report bugs to us here.


A Leftfield Solution To An XCOM Disaster

This story starts exactly like the last great mission I had in an XCOM game: I kinda took on two missions at once. And everyone got tired from the first one, so we had to send our B-team on the other: to rescue a VIP. Continued

Heat Signature Release Date And Launch Celebrations

Heat Signature will be out on Steam 21st of September 2017! At time of writing, that’s Thursday of next week. It’s for Windows PCs, other platforms will depend on how this one goes.

We don’t do pre-order bonuses because I don’t want to pressure you to buy before reviews are out. But I am super grateful to those who buy at launch, because our whole future depends on how we do that first week. So we’re doing a few special things to celebrate it and thank those of you who are joining us:

Unique Shipment: The Everything Gun

For the first two weeks, there’s a ship carrying a unique weapon passing through the galaxy. It’s called the Everything Gun, and if you steal it, you’ll also unlock it as a random drop in this and all your future games. More info below.

Be One Of Our Trading Cards

Heat Signature is all about the stories that emerge from what you get up to in game, not our pre-written lore. So for Steam Trading Cards, we want them to be about your stories. We want to see GIFs or short videos of crazy situations you’ve got into or clever tricks you’ve discovered, and we’ll turn the best into trading cards with your name on! You’ll have the strange sensation of being traded, sold, and perhaps broken down to make a badge. More info below.

Unique Shipment FAQ

How do I find the shipment?
You’ll come across it randomly (about every 30 secs) as you fly around, quite frequently, and you’ll know it by a big golden light flashing on it, like in the video.

Does this mean I have to be online to play?
Haha, God no. It’s a single player game and we’re not assholes. This is just a bit of fun.

What happens if I board the ship but fail?
That’s fine! The ship will still be flying around until the date it’s due to leave, so you’ve got as many chances as you like, with whatever characters you like.

What if I buy the game after the date the shipment leaves?
Same, you won’t get the Everything Gun, and it won’t drop randomly for you.

If miss out, will it ever return?
Yes, though we haven’t planned when exactly.

Is the ship hard?
Nope! See the video.

Be On A Trading Card FAQ

What kind of clips are you looking for?

– Clever or ridiculous: my favourite are ‘I was in this impossible situation and here’s the mad thing I tried to solve it’
– Less than 1 minute in length, preferably less than 30 secs.
– GIF, GFY or very short YouTube clip. You can also link to a particular timestamp in a longer YouTube or Twitch vid if you like
– Cut, or link, straight to the good bit, or at most a few seconds before. No lead-in – if it needs that it’s probably not what we’re after.
– Tell us in the Tweet what is happening, as best you can in the character limit.

How do I submit one?

On Twitter! But!

– Do it as a normal tweet, not a reply to us – we’d like people who don’t already follow us to see it. That means don’t start your tweet with @HeatSig.
– Instead, mention @HeatSig at the end! You can say something like “I just did X in @HeatSig [link]” – that way we’ll see it.
– Upload or link your clip, obviously. GIFs uploaded direct to Twitter are the coolest, but I know they’re more hassle to make and if they’re more than a few seconds they won’t fit in Twitter’s 7Mb, so links are fine.

I just used a Glitchtrap to teleport a body into space and then Swapped with it to escape the ship in @HeatSig

What’s the deadline?
We’ll start looking at entries September 28th, but we’ll keep accepting them until we have enough that we love!

How will I know if I’m picked?
We’ll reply to you on Twitter.

How will I be credited on the Trading Card?

We’d like to make the title of the card your name, but!
– If you prefer an alias we can do that (caveat below).
– If you’d rather we used the name of the character you were playing at the time we’re very happy do that (we can still credit your real name in the description or not, your choice).
– If we’re using your name or an alias it’ll be subject to our approval: we don’t want anything that is or sounds like a joke name or something that’ll clash with the fiction.
– We can discuss this if you’re picked.

The description on the card will probably be our summary of your cool moment.

How do I capture videos or GIFs?

If your PC has an nVidia card I like nVidia ShadowPlay. It’s included in the GeForce Experience (unfortunately you have to make an nVidia account) and you can set it up to always be recording, then hit a key to have it save the last 5 minutes. Amazingly it seems to have almost no performance impact. That’s what I do.

Otherwise, OBS is your best bet. You’ll want to go to Settings > Broadcast Settings > Mode > File Output Only to make it save to disk instead of streaming live. I think it can do a similar always-recording thing but I haven’t used it for that myself.

For editing, I like Avidemux.

For sharing, I suggest YouTube. In theory it’s possible to upload videos straight to Twitter but it’s never worked for gameplay videos for me.

To make GIFs, first make a video as above, then I recommend GIFCam for capturing the bit you want.

You just watch your video back and put GIFcam on top of it and hit Record. I’d say 16 fps is good enough for this, and you’ll need the file size to be under 7MB to upload it on Twitter, which is the best way.

Failing that, you can upload small videos to GFYCat and it’ll both GIF them and GFY them – GFYs are better quality equivalent of GIFs, but they don’t embed natively in Twitter.



What Works And Why: Prey’s Intro

The start of Prey is one of very few narrative-based game intros that really worked for me. And it comes not that long after one in the same genre that especially didn’t: Mankind Divided. So I thought it might be interesting to replay both and compare what works and what doesn’t. Not to pick on Mankind Divided – I loved the game after the stumbling start – but just because you can be more specific with praise if you have something to contrast it against.

I talked through my thoughts on both intros as I replayed them in the videos here, and I’ll summarise and add some conclusions through the magic of text. Obviously both parts of this post spoil the intros to these games. Continued



Morphblade And Imbroglio: Making A Game To Test A Critique

I released Morphblade last week, which is a game I made in direct response to Michael Brough’s Imbroglio. They’re both games where you move around a grid of different tile types, and the one you’re standing on determines what you can do there.

I’ve also been playing a lot of XCOM 2 lately, and dreaming up my own indie equivalent to solve its clarity problems. So I started to worry: am I less original now? Have I gravitated towards building on other people’s ideas? Gunpoint was derivative, but at least it was derivative of many things rather than any one game.

But it’s OK, because like so many unoriginal people I found a way to rephrase this to make myself sound good. This is not unoriginal game design, it’s playable games criticism! I used to write about where games went right or wrong, now I actually try fixing their problems and find out if I’m right!

That’s bluster, of course, but it’s reasonably true of Morphblade. It started as a private experiment: I hate getting screwed by the corridor generation in Imbroglio! Couldn’t I just remake Imbroglio and fix that? Can I fix that? Am I right that it would help?

Along the way, I realised I had opinions about almost every other part of Imbroglio, and tried doing each of them my way to see if it worked. Not: “The game has these flaws, I will fix them!” – Imbroglio is hugely successful at being the game it wants to be. More: “I wouldn’t have done it this way, how would my way have worked out?”

So here, specifically, were the main changes I was interested in trying: Continued



Morphblade Is Out!

This is the game I started last year, when I needed a break from Heat Signature, and I’ve continued to tinker with it on the odd weekend or evening. It’s crystallised into something I really enjoy playing, so I asked testers what they thought it was worth. The average answer was $5, so $5 it is! It’s out now on Steam, for Windows.

Morphblade was heavily inspired by Imbroglio, so I asked Michael Brough’s permission before developing and selling it, and he was kind enough to give his blessing. The core idea that your location determines your weapon is straight from Imbroglio, but along the way I changed pretty much everything else.

So you move around a hexagonal grid slicing, smashing and bursting waves of nasty red bugs. Each hex you move to turns you into a different weapon: on a Blades hex you can kill things to your sides, on an Arrow you can fire yourself through two enemies in a row. And between waves, you choose how to build out the grid to your own design.

If you’re subscribed to the Humble Monthly Bundle (on 3/3/2017), you already have it. If not, grab it from Steam for $5.

Here’s a video that explains it better!



Great Moments In Television, 2016

These are all suspiciously recent so this is probably only the best three moments of the last few months, but that does at least mean I could get clips. Until they’re taken down. I put them on Streamable in the hope they’ll stay up longer, which has the side-effect that they loop when they’re done. Shrug emojii.

These are not spoilery except for The Crown, in which nothing really happens. Continued



Heat Signature Factions Trailer, Working At Valve

Surprising news!

  • I made a new video showing off John Roberts’ excellent new art for the game’s four factions! (Not that surprising)
  • I’m looking for a programmer in the Seattle area to help me finish the game! (Seattle part seems surprising)
  • … because I’m moving to Bellevue to work on the game at Valve’s offices! (Extremely surprising but now the Seattle thing is less surprising)

Here’s the new video, which also shows what teleporters and the What Now? screen add to the game:

If you haven’t already, put it on your Steam Wishlist so you hear about it when it comes out. Also, if you were in on a Steam beta, it was probably taken off your wishlist because Steam briefly thought you owned it, so check. And if you want to be in on future tests, make sure you’re on the mailing list (top right). Continued



Heat Signature: What I’ve Been Working On

As well as the update above, I’ve been putting up some day-by-day logs of what I’m working on in Heat Signature. I’m only doing them for my own benefit, so they’re not mega interesting and I don’t do one every day I work – only when I think it’ll help.



Games Successfully Developed At Stugan 2016 So Far

I’m in a cabin in the woods in Sweden for seven weeks, with 20ish other game developers, all working on our own games. This is Stugan. None of us have finished yet, but we have successfully developed the following non-digital games along the way, and I release them to you now: Continued



What To Do If Your Prototype Isn’t Fun

I got an e-mail today from a developer who’s having trouble making any of their prototypes fun. I’m posting my reply here in case it’s of help to anyone else. This developer was writing because they liked Gunpoint, so that’s why all my examples are from that.

I would suggest three things to bear in mind: Continued



Rewarding Creative Play Styles In Hitman

They’re releasing the new Hitman game bit by bit: one mission a month, set in a new and sprawling location. Good Hitman missions have always been replayable, but this time the whole game is built around it: a Challenges list tells you of the dozens of different ways to take out the target, an Opportunities system highlights little tricks they’ve designed to let you get the target alone, and a Contracts system lets players challenge each other to take out other targets in particular ways.

And it’s great. It takes a bit of getting used to: the levels are much higher security than Blood Money’s, so you pretty much have to use the Opportunities provided to get your targets alone, but there’s still lots of scope to mix that in to your own evil plans, and the levels are so much bigger, richer, and more complex.

But each of the big systems I mentioned does have some shortcomings, and their strengths suggest an even better way to embrace what makes replaying Hitman missions so enduringly fun. So first off, here’s where I think they fall a little short: Continued




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