Dungeons of Dredmor for Linux updates!

Dungeons of Dredmor is coming to Steam!  …Again!

First for Windows and Mac, and now, the fabled Linux client.  While the Linux client for Steam is still in a closed beta test, those who have access to it should now be able to purchase Dredmor for Linux (as well as a slew of other great games).  Also, of course, if you are in the beta and already own Dredmor on Steam, you should just be able to download it and give those Diggles what-for.

As ever, the Dungeons of Dredmor binaries available through Steam are DRM free, but if you would prefer some other means of procuring our exotic Linuxian delicacies, we are in the process of rebuilding the DungeonsOfDredmor.com website to include the ability to purchase all of the expansions (as well as a complete pack) through the Humble Store, also DRM free, and for every platform.  Because we love you guys. <3

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The Story of Shiveringhope

The Sad Tale of Shiveringhope: A Penny Dreadful Tale for All Hallows’ Eve

Written by Scurrilous Typing-Rogue Mr. Vining with Salacious and Naughty Illustrations of Phantasmal Horror by Mr. Baumgart.

The problem started with the mineshaft.

Problems often do. You take a perfectly good colony like Shiveringhope, once the pride of the seas, and you plunk a bloody great mine on it. Whose fool idea was that? Well, that’s a good question.

Perhaps, it was the fault of Lord Palmerstoke, who, recently scoffed at by the Royal Society, vowed that – before the year was out – a giant, earth-shattering drill would be deployed to probe the earth’s bounties. A drill with a bit made of purest, finest, cavorite, capable of breaking through the earth. A drill with gears made of finest copper and brass, a drill with a giant steaming pipe of steam steaming all over the blasted place. A drill that was so powerful, it could bore into the very Crust of the Earth itself. Never mind that cavorite was, technically speaking, lighter than air, and such a drill would have to be tethered to the earth with a collection of very large anchors. Never mind that brass was a stupid and useless metal for making gears out of. Science would have a way, and besides which – surely, it was the sight of the thing, its massive drill straining underneath the enormous pile of redundant, useless and largely decorative cogs attached to its side, that would make the earth shriek in terror.

Perhaps it was the fault of the Empire Times. Day after day, it bemoaned the state of Industry. Industry, it seemed, was insufficient. Perfectly good labourers standing idle, while the rich loamy veins of earth beneath our feet fail to yield up nature’s glorious bounties – and it was all the fault of the Whig party. One thing led to another, and a very large crate marked “SCIENCE. PROBABLY DANGEROUS. BUT VERY SCIENTIFIC. YES.” in bright red paint showed up at the shipping docks of Shiveringhope, containing a terrifying thing known only as the Crustborer. When it was unpacked by cheap, shoddy labourers under the gaze of a watchful Overseer, passing ladies were known to look at it and swoon, so powerful was its aura of unmitigated phallic majesty.

{ read this article }

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Diggle News!

Diggles are shipping! People have already started receiving shipping notices saying that a “yellow bird with a white beak in a plastic bag” (plus sketches) are headed their way. International shipping should now also be available to just about everywhere, and anybody who has problems with international shipping should e-mail ShouldBee, our partners in Diggle Crime, at international@shouldbee.com for assistance.

ShouldBee has asked us to note that they have been adding one sketch per *order* – so if you ordered twelve Diggles, you will get twelve Diggles and one sketch. This is because there are a limited number of sketches and we want everybody to enjoy David’s fine doodlings (or, alternately, my programmer art.) If your Diggle arrives, why not let us know? Put up a photo on the forums or in the comments and let the world see your new fuzzy yellow companion.

Happy Halloween, everybody! And don’t forget the Canadian Indie Bundle is STILL ON SALE.

it tasted the rainbow and now it must pay

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States of Things: Abstract Resources & The Metagame

Our current iteration of the Clockwork Empires meta-game follows you, a bureaucrat of The Empire, on your (in)famous career.  In game terms, preceding every instance of the city-building game, you will be presented with the choice of a number of objectives to attempt to complete during the game. Completing these will generate prestige points, which is currently designed to be a voucher system that can be spent to “break the rules”, from something as simple as calling in a favour for some rare machine parts to, perhaps, an airship bombardment strike against an attacking enemy. It’s like using mana to cast a magic spell, but in a strategy game. And it’s politics rather than magic. And you’re a bureaucrat. The pen is your wand; the spreadsheet is your tome. (We can go on like this for some time, you know.)

But a downside of the system that we’ve been discussing is that this mechanic rewards only the people who actually do what the Empire wants and so penalizes people who want to do something totally weird (and possibly awesome/terrifying) that has nothing at all to do with what the Prime Minister wants you to be doing. To solve this we’re considering a system in which prestige is no longer won just from The Empire;  other factions will exist throughout the game and, say, by helping or hindering them you will open up the possibility to unlock new objectives for yourself.

Are the Stahlmarkians running dangerously low on festive lager?  Send ’em a few barrels and maybe they’ll train some pilots for you. Are the Squamous Crater Beasts running dangerously low on human brains?  You probably have a few you weren’t using anyway, and you never know when you’ll need a favor from the Squamous Crater Beasts. Maybe they’ll be so good as to eat the brains of someone you don’t like the next time they come around; Her Majesty’s Detective-Inspector from the Ministry of Extradimensional Containment, say — why, you can’t have him wasting time questioning your overseers about the digs going on beyond the Screaming Hills when there’s Important Digging to be done.

It’s useful to make friends. And they come in all shapes. Some wear pointy helmets. Some are incomprehensible to a sane human mind.

Why not produce Perfectly Safe steam via clean-burning Madness?

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The Canadian Indie Bundle Is Here!

Edit: Looks like that’s it folks!  Thanks for spreading the word and helping us promote our awesome country of maple syrup, igloos, and great indie games!

 

We’re in a bundle on Steam right now with a number of other *great* Canadian titles! For only $14.99, you can get Dungeons of Dredmor, and a number of other fabulous indie games featuring everything from Sworcery (whatever that is?) to a bandana-wearing, knife-wielding lunatic, to … some kind of game about quantum waveforms. Quantum physics has never been so exciting!

(look at banner, Michael!)

You get:

  • Dungeons of Dredmor (obviously)
  • Capsized!
  • Shank!
  • Shank 2!
  • Waveform!
  • Superbrothers: Swords and Sworcery EP
  • Space Pirates and Zombies
  • HOARD

Honestly, though, these games are fantastic – as are the wonderful indie devs who made them.  Buy the Canadian bundle today! And Blame Canada!

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The Inner Secrets of Clockwork Empires

World Building is a finicky business. You need to build a universe for a game, and you need the universe to be believable and cogent. When we set out to start writing for Clockwork Empires, we knew that it had to be different than Dredmor; Dredmor was very self-indulgent, and full of sly nods, parody, tropes, and generally rampaging through every single fantasy property, bad B-movie, and obscure metal band known to man, woman, and Diggle.

CE is a bit different. We have some scope to be indulgent, but we need to get away from anything that is referential and anything that is going to break the illusion that this is a large, functioning Empire with its own intelligent citizenry and history. We can’t make references to, say, Buckaroo Banzai (sorry, Daniel!) and get away with it. We actually have to go into the trenches and start writing about the world, and about the things in the world. This process is known as worldbuilding.

{ read this article }

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Storytelling as Game Design

You’ve all read Boatmurdered, right?

A “Let’s Play” (or LP) is a narrative write-up of a game playing experience, preferably entertaining. Fans of Dwarf Fortress do this a lot – they’ll either play a game themselves and write up the events that occur into story form, or they’ll pass it between forums members with each writing a chapter for their part of the game.

This is not a recent phenomenon or one limited to the DF community. Or the Something Awful community, for that matter. Over in Paradox land, players of their historical strategy games have written up “After Action Reports”, aka AARs, in a tradition that goes back to tabletop wargaming. These probably started out as purely functional reports of the course of a game, but over time they’ve grown into elaborate alternate histories with characters and drama that don’t exist in the mechanics of the game ending up somewhere between a walk-through and fan fiction.

These stories give a look into gamers’ experience of the games they play – it’s not just what happens on screen; there’s all kinds of imagination at work especially in games that leave room for speculation, implication, and creativity. So sandbox games, building games, simulations, and even especially open-ended RPGs are perfect environment for this sort of thing. (I’ve even seen some Quake fanfic that … wasn’t terrible.) Well, it’s only natural for people to write down the stories they make & experience.

With Clockwork Empires we want to make a game that gives players just that kind of creative space and experience. And of course as game-players and creative people ourselves, these stories are just the sort of thing we love to enjoy & create.

So: could not the principle be applied in reverse? Sure, any game designer does this to some degree eg. “I want to make a game where you’re a hero and go on adventures and find a magic sword and fight monsters!” can be turned into a game simply enough; from story/theme to mechanics. Dwarf Fortress does this quite explicitly as a conscious practice; Zach Adams writes short stories that take place in a fantasy world then he and Tarn sit down and work out what game mechanics might support that story taking place.

We’ve done this too, in a few forms. On at least one occasion we sat down with a grid-mat and some dry erase pens and played out what amounted to a free-form tabletop roleplaying game of Clockwork Empires: It started with an expedition meaning to build a bridge, some wood getting chopped down, then spiraled directly out of control as a Mysterious Statue was discovered, found to spread Madness, dumped in a lake to contain it, then water from the lake used to create ale, then everyone was driven Quite Mad.

There’s a proper write-up of that one somewhere, but for now I’d like to share with you all a story of imagined Clockwork Empires gameplay I wrote while in a powerless cheap hotel in the middle of British Columbia. Join me, friends, for:

The Tale Of The Founding of New Sogwood On The Sour Coast

{ read this article }

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Our Terrifying October

We dared to explore the terrifying realms of toy manufacturing. The madness continues.

(Get your Diggling Horrors here, etc. OUR HORRIFYING OPERATORS ARE STANDING BY.)

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