So first up, the game is out: get it on steam or itch.io.
I just wanted to talk a bit about who made the game! I'm going to go through in more-or-less chronological order of when people joined the project.
Obviously there's me. I started in mid-2024 and worked by myself for a few months before even showing it to anyone else, and I've done SO MUCH.
Jake and Leon were the first people I wanted to show it to. They had both playtested some of my games years ago, and Leon did some writing for 868-HACK (the "with that data you stole..." lines on the victory screen). For several months it was just us three playing - I'd expected to invite more testers in sooner, but they were already finding as much as I could keep up with. They've both contributed a ton of suggestions for all parts of the game - not just the rules and mechanics but writing and aesthetics - and the final design owes a ton to both of them.
Tara (YAKFOX) joined the project somewhere in late-2024. She then started a music production course so it was a while before she was available to actively produce music for the game, but she was part of it, and the discussions we had about the music helped define where the game was going. (And then the music turned out great!)
Then we did the crowdfunding! As well as contributing money, I offered a "name a server" reward and people contributed a variety of names - some cute, some funny, some on-theme, some really weird. This might seem like a little thing but as soon as those names were in there, the world felt more lived-in. Like magic! And a few of those names ended up inspiring strands of the design, folding back in to become very significant elements of the game.
Eventually I felt it really was time to expand the pool of testers a bit more, and Justin (manbearcar) posted an impressive Cinco Paus high score so I invited him in. Again I'd really expected to need more, but just one more person playing it was a valuable flood of information. (He's made a ton of cool games too and recently released Horsey Game.)
Then Finji came on board! Their whole QA and marketing teams contributed a lot. They've done a wonderful job of tuning into the game and making suggestions that will make it easier for people to get into it without breaking what it fundamentally is. They also recognised that I'd bitten off quite a lot with this game, and we set about figuring out what would be helpful to get it over the finish line, so it came about that a few other artists joined in towards the end.
AJ is one of my favourite artists, and his glitchy pixel scenes have been an inspiration for what I want to do in my own visual art. So when we talked about getting in someone else to do some graphics for the scenes that I was struggling with, he was at the top of my list. And he was up for it! He's done some fantastic art for the game - including a scene you will no doubt see quite often.
I asked Adam (from Finji) to also do one of the scenes - see if you can spot which is his. He also suggested adjustments to my font in a way that improved readability without losing the style I was going for, and he brought on Sven Ruthner and together they worked on the title logo, scaling up my font and adding glitchy detail.
Finally, we were missing sound effects. These usually show up quite late in my games, because I have to get into a quite different mindset from design and programming. But they hadn't shown up yet and we'd announced a release date, and I had my hands quite full with everything else, so Adam suggested Josie Brechner as someone to collaborate with on these. She came in and did a fantastic job, some of her sounds are so delightful in a way that you can tell she must have really had fun making them. (.row, wow!)
So that's the crew! It's my biggest game yet, and the one that's most a team effort. It's still very much "me" - I felt that my time working on the game by myself had established a strong voice for it, and when new people came on they were able to get into the flow of what was already happening and do great work that fit into it. And having other people supporting helped me to do my best. And now you all can play it!