Perceivable consequence, or why we reworked Iron Roads' new townscreen

9 March 2024

Iron Roads has seen influx of new testers recently, and with them have arrived new perspectives and feedback. This feedback has kicked off a new cycle of worrying, analysing and fixing ...

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A new theme and a new mode

18 December 2023

Our update cycles seem to begin with us worrying about Iron Roads, pinpointing the source of our uneasiness, worrying some more, working on changes to assuage our concerns, sharing the result with play-testers and iterating based on feedback. This time was...

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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 ...

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

30 August 2023

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 ...

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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...

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Introducing Iron Roads

14 April 2023

We have been working on a train management game called ...

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2022 in review

3 January 2023

Happy New Year!

Inspired by the excellent ...

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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...

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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 ...

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Streaming to Steam from the command line with ffmpeg

11 November 2022

We were lucky enough to show ...

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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...

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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 ...

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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...

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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...

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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.

...

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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:

...

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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...

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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...

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