So Resonance, than. It's out and doing well. I don't do a lot of bragging on this site, but I'm happy to say that it has broken all previous sales records by, um, a lot. We're all pretty proud of it. I'm hardly unbiased, but folks in general are saying nice things about it so I think I'm justified in saying that the game is pretty darn good. It is the longest and most complex game we've ever worked on, for sure. Four player characters, a memory inventory system, and some truly devious puzzles which thank God I didn't have to program myself. Credit for that goes to my wife, who was coding away till 3am every night for the last several months.
So now that it's out I've been catching up on various things. I finally have the time to make some headway on the design for the next Blackwell game. The design stage is always the most nebulous part of the process, where I create and discard ideas like tissue paper. An idea I think is awesome one day just seems trite and stupid the next. I do have a core plot concept, and a framework to hang a game around. It just needs fleshing out. I'll be writing more about that soon.
We're also publishing another game in the Fall - a post apocalyptic cyberpunk adventure called Primordia which is looking pretty sweet. I've been pretty silent about that one because we were aiming all our PR guns at Resonance. But rest assured you'll be hearing more about Primordia before too long.
And... that's about it, I guess. Now that the game is out and crunch time is over, I suppose we have to relearn what having a life is like.