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.
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: Continue reading “Heat Signature Release Date And Launch Celebrations”
As promised on Twitter, I recently sent everyone on our mailing list instructions on how to get in on a new alpha test of Heat Signature. Keys went out to the first 2,000 people to do so, but I’ll also be keeping the testing list active and inviting people to future alphas from there, so you can still get on it now if you haven’t already. Clarification: this says you can still get on the list, not you can still get in on this alpha test. That test is over and there’s no date for the next one.
I haven’t talked about the way I randomly generate spaceships in Heat Signature since this post – before it even had actual art. That’s partly because I’ve barely touched it since then. I showed the game to developer friends and the press in LA and SF a few weeks ago, and got lots of great input and ideas, but the main thing I came away thinking was: the on-board game needs to be more interesting. And I think better ship interiors are the foundation of that. Continue reading “Teaching Heat Signature’s Ship Generator To Think In Sectors”
In maths, ‘natural numbers’ are the ones you might use to count observable, whole things: eg. there are six people here. Anything that doesn’t work in place of ‘six’ there, like 3.4 or -2, is not natural. They’re kind of ‘numbers you can see’.
I’d like to use the term in game design to mean specifically that: numbers you can see. Things that are represented so simply and wholly and countably that you don’t need to display an actual numeric figure to tell the player how much they’re seeing. They can just see. Continue reading “Natural Numbers In Game Design”