Rogue Islands Early Access now on Steam for $9.99!
We’re finally ready to show this to you, we’re really excited. Come check it out!
http://store.steampowered.com/app/501950/Rogue_Islands/
We’re Coming to Steam!
So we’ve finally got a release date! Rogue Islands will be coming to Steam in early February 2017. Less than 4 months from today.
Our initial release will be an Early Access preview with a complete and (relatively) polished single-player campaign. Subsequent updates will add co-operative multiplayer, additional content and polish as we head towards a final release in Summer 2017.
We breezed through Steam Greenlight in just 8 days. During that time, our pitch was viewed by over 11k gamers on Steam. We garnered a lot of feedback, suggestions and commentary.
Sanity Still Intact! (mostly)
It was pretty stressful to be honest. The barrage of comments, emails and attention was a stark contrast to my normally quiet days spent actually developing the game. But it was also exciting and energizing.
Game development can feel detached at times.
Long stretches spent staring at code and wrangling bugs can easily kill the sense of connection with your audience. But Greenlight has really helped with that. And most importantly, it helps us validate our pet theories about what a game like Rogue Islands should be.
Focus Focus Focus…
For example, we found that people really want the spells to be more than just “simple projectiles” to spam enemies with (ie. dressed up guns).
Rogue Islands is an opportunity to do ‘shooting’ differently.
We’ve always known that our spell attacks are key to the whole experience, but it’s nice to see that the community ‘gets’ Rogue Islands. By and large people know what we’re doing and they’re reiterating a common theme: the enemies and spells have to be awesome.
In light of that, we’ve refocused on the core gameplay elements; movement, spells and enemies. These are the core ingredients of our gameplay loop.
We’ve dropped a lot of filler. We cut all spells that were functionally equivalent or only differed in superficial ways (ie. by rate of fire, or damage, or visuals).
Our enemies are faster and more aggressive. The movement has been smoothed and we’ve added more inertia so the levitation feels like it has weight.
These are just a few of the ways that Greenlight has helped us find our focus. We really mean it when we ask for feedback and suggestions. We use this as a sanity check and to set our development priorities. Game development is as much about what you cut as it is about what you add; a focused product with 5 stellar features is infinitely better than a hodgepodge of mediocrity.
Let’s Finish this Damn Thing
From pre-production, to development, to Greenlight, this whole experience has been a marathon. And our reward for getting this far? 4 months of crunch followed by a post-release battle to add co-op.
As much as this kinda, sorta terrifies me, I wouldn’t have it any other way.
Many thanks,
Kiaran
I am very pleased to announce our next game, Rogue Islands!
It’s a fast-paced action-FPS set in a procedural fantasy world. We are huge fans of games like Terraria and Minecraft but we always wanted a more action-oriented game. So we built one!
You can leap and glide using a novel levitation mechanic. We are fleshing out the combat to include over 15 spells, tons of enemies with varied behaviors and attacks all set in a wild looking procedurally generated island.
The goal of the game is to sail from island to island, releasing each one from the grip of a terrible demonic invasion as you work your way towards the final showdown with the demonic Lord, the Prime Torment.
You can read more and download our press kit at: rogueislands.com
We announced it last week and are now actively developing it with input from fans. We’d love to hear any comments or questions you might have about it.
Please check out our Steam Greenlight and give us a vote!
Maya to Unity Animation Pipeline
This is a high-level overview of how our Maya-to-Unity animation pipeline works at Big Fat Alien.
Unity already has a tight integration with Maya, but there are still many different ways to approach the problem of generating skeletal animation for Unity.
Big Fat Alien has been busy…
2016 has been a big year for Big Fat Alien.
It’s been 5 years since we released BEEP on Steam and since then it’s garnered over 3000 reviews with an overall rating of “Very Positive”.





