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About The IGF is presented by the UBM TechWeb Game Network, which runs the Independent Games Festival & Summit every year at Game Developers Conference. The company (producer of the Game Developers Conference series, and Game Developer magazine) established the Independent Games Festival in 1998 to encourage innovation in game development and to recognize the best independent game developers.

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Kickstarter Projects: Project GODUS (22Cans)

November 22, 2012 2:00 AM | Cassandra Khaw

Ever wanted to build your own cult? Love god games? If so, well, 22 Cans is looking to keep you covered. Project GODUS, their upcoming title, is going to 'draw on cunning battle-psychology of Dungeon Keeper, the living, changing world of Black & White and the instinctive, satisfying gameplay of Populous.' Personally, I can't help but feel as though there's a lot of buzz words being thrown around but nostalgia is a difficult beast to fight. The team is looking to hit an enormous £450,000 goal and there's still a long way to go.

If you're interested in pitching in a few dollars, here's the appropriate link.

Steam Greenlight Submission Fee Discounted During Autumn Sale

November 21, 2012 11:30 PM | John Polson

steam greenlight fee.png

[Update 11:45 PM EST: Steam has removed the discounted fee. I will update this story if or when we determine this was officially a mistake and when know what happens to those who submitted during the discount.]

Steam has discounted its hotly debated $100 Greenlight fee to $50 during its annual Autumn Sale. Developers are split with the sudden and deep discount, much as they were split as a community when Steam first instituted the fee.

Swift Stitch and regular Indie Busker Sophie Houlden spoke out about this discount earlier this evening. "[M]an, the fee was bullshit to begin with, but now the fee is on sale? [S]team are trolling us all, does nobody else see this?"

Beta: Clairvoyance (Erik Svedang and Co.)

November 21, 2012 7:00 PM | John Polson

Erik Svedang (Shot Shot Shoot, IGF winning Blueberry Garden) and company have released a Windows and Mac $5 paid beta for Clairvoyance. Players can buy it now to engage in asynchronous, multiplayer online board game battles filled with "robots, lasers and perceiving the future."

As is typical with paid betas, this $5 price won't last forever. Svedang blogs that come 1.0, they will raise the price to $10 and release it on other stores and platforms. Those who bought the beta will get access to future versions and a Steam key, Svedang confirmed via Twitter.

Clairvoyance's art comes courtesy of Niklas Akerblad, whose style also appeared in Svedang's Kometen.

30 New Indie Games for $15: Take That, Black Friday

November 21, 2012 4:00 PM | John Polson

While so many great deals are popping up for the holidays, none seems greater than the 30-game package offered through LA Game Space's Kickstarter. Though the $15 Windows, Mac, and (mostly) Linux game pack isn't due until May 2013, the project they are supporting needs the help now to reach its $250,000 goal.

Cactus, Messhof, Chris Osborn, Molleindustria, Santa Ragione, Beau Blyth and Bennett Foddy (teaming with Adventure Time's Pen Ward) are just some of the names behind the exclusive, never-released 30 games. And in case $15 is too much, you can donate $5 for exclusive access to Katamari Damacy developer Keita Takahashi's newest creation. His new inclusion brings the total games for the $15 tier to 31!

Get Spacechem, To the Moon, and More in GOG's 'Pick 5 & Pay $10'

November 21, 2012 1:00 PM | Danny Cowan

121120_gogpick5-478.jpg has launched a special Pick 5 & Pay $10 promotion in which buyers can create their own custom software bundles from a pool of 20 featured games, including several indie standouts.

Package highlights include Renegade Kid's retro-styled platformer Mutant Mudds, Amanita Design's point-and-click adventure game Machinarium, and Wadjet Eye Games' Blackwell Bundle. All games are available for Windows, while a few also offer Mac versions. A full list of eligible titles follows:

Freeware Game Pick: Paradis Perdus (Sergey Mohov)

November 21, 2012 7:00 AM | Konstantinos Dimopoulos / Gnome

paradis perdus.pngA stunning 3D landscape. Nay, a vibrant world that comes close to what most of us would consider serene, elegant, beautiful and even good. A lovely and colourful place ripe for exploration. A small yet unique gaming world you would probably get to enjoy much more if you weren't aware of the fact that your in-game presence is corrupting and, eventually, destroying it. The world of Paradis Perdus (Lost Paradises) by Sergey Mohov, Fabian Bodet and Matthieu Bonneau; the setting of a game about not belonging that lets you decide whether you'll enjoy and infect it or try to escape and inflict minimal damage.

Paradis Perdus is still in alpha and the team behind it are rapidly adding to it, meaning you should keep an eye out for new versions, as apparently an alpha is always an alpha. The game is already available for Mac and Windows and you can download it here.

How competition deadlines whipped FTL into shape

November 21, 2012 4:01 AM | Staff

ftl small.jpgDuring the development of Faster Than Light, Matthew Davis, half of the Subset Games team, didn't want to leave his cave.

"I was happy to just live in my apartment and program," he said. But ultimately, in-person competitions became one of the biggest drivers of success for the project.

When the duo entered the game into IGF China, "it was perhaps the most exciting part of the entire development," he said. "We had these judges tell us that it was fun, and that was really important in telling us it was something we should continue."

"IGF also led ultimately to our first public exposure, which was PC gamer," Davis added. "They loved the game and they put us in the magazine, which was a surreal experience."

The team then submitted the game to Indiecade, Fantastic Arcade, the main IGF, and other events, which "provided a huge benefit to our game," Davis said, adding that "the constant deadlines were huge."

F*ck This Pick: Puzzle Popstar! (logicow)

November 21, 2012 12:00 AM | John Polson

puzzle popstar.pngPuzzle Popstar! is a graphically and mechanically bright puzzler that is just begging for an expansion. "I fixed what I think is wrong with casual puzzle games. Levels with actual variety, puzzles that actually require being clever and not just trial and error," writes the creator Joel Bouchard-Lamontagne (logicow).

Players use a magical line to connect the popping star objects to all the other like-colored objects. Order, angle, refractions, warmholes, and supernovas all play a part in this brilliant puzzler. I wasn't kidding about the begging, either, even though it's modest. "I'd start a Kickstarter to fund an iOS and android deluxe version, but starting projects is US+UK only," he says with a wink. I bet mobile players would eat Puzzle Popstar! up.

[source: Free Indie Games]

Browser Game Pick: Discrete Action (longloaf)

November 20, 2012 6:00 PM | John Polson

discrete action.jpgDiscrete action is "an abstract puzzle-stealth-action game," describes developer Maksim Soldatov (longloaf). I'd substitute "abstract" with "minimal," but I wouldn't change a thing about this get-to-the-goal game, other than wanting to get people to play stage 5 or 6 sooner.

That's when the heavier mechanics start for me. Stage 5 will require more exact timing, and stage 6 starts ninja-log-like stealth tactics. For instance, players drop a marker on the stage that allows for teleportation, essential for guards that block paths. Discrete action also has a level editor, but the 30 challenging stages should easily suffice.

Super Hexagon Comes to Steam Next Week

November 20, 2012 3:30 PM | John Polson

suphexlogo.pngThe hypnotically spinning sultriness that is Super Hexagon will seduce PC players starting next week. After a rough patch this weekend with a rough freeware clone beating developer Terry Cavanagh to the punch, the proper Super Hexagon will arrive on Steam for Windows and Mac Tuesday, November 27.

"It's going to cost $2.99 (the same price as the iOS version), but I'm hoping to launch with some sort of discount (still talking to Valve about that)," Cavangh blogs. He was unhappy with the game in Flash, so he spent longer than he wanted rewriting it in C++. The result is a new version of the game that runs at a higher resolution than the iOS version. Upgrade!

This is the last week to practice on regular Hexagon, and the dawning of a downward spiral 6 times as long and 6 times as hard... er, "Hexagon."

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