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The Creatures of Crashlands

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Today we're going to talk about the things that go bump in the night. AND SOMETIMES DURING THE DAY.

Creatures make up the bulk of the combat interaction in Crashlands. But if all you could do was stab these wondrous, alien beasts in the face, you'd be missing out on a whole lot of interaction. Namely the one thing we all like doing to wild beasts; turning them into allies.

When designing the creature system we wanted to make the Survivor feel like a true wildman. Each creature provides a unique combat challenge and, once mastered, an equally unique pet. Creatures aren't just fodder for you to destroy as you rampage your way around the world of Crashlands (though you will destroy a great many of them) - they are possible companions and even resource generators.

Each biome has a saucy handful of creatures. Some are vicious, others passive. Some travel in herds, others are solitary. Some fire tar-based mortars at your face, others will simply smash you to death.

There are a great many ways to die in Crashlands.

WHERE DID THAT GRAVESTONE EVEN COME FROM!?
Taming

We wanted to harness the apprehension present in the capture systems of games like pokemon while also tuning the mechanism more toward an active, skill-based one that rewarded players for practice. To that end, we've created a three stage capturing sequence that has proven to be extremely fun and occasionally terrifying.

Players must first craft a unique item that allows them to capture the creature. Each beast has a specific capturing item tied to it that can be crafted once a certain level of mastery over said creature is achieved. For example, the Wompits have one huge, hairy leg and require a lovely Wompit Garter to be captured.

oooo so lovely
Having crafted the capture item of choice, players must then bludgeon/blo-gun/groinpunch their target creature until it is subdued. Then, rather than executing them and collecting their delicious body parts, players can use their capture item on the creature.

Rather than tying a percentage game to this part of the process, where activating a capture item carries a 30% chance or so to capture a given creature (like pokemon), we decided to inject skill. Once players have used a capture item they enter into the capturing mini-game. Or, as we refer to it internally, the circle of love.

YOU HAVE THREE SECONDS TO WIN MY HEART
In order to successfully capture a creature players must tap when the creature's desires are aligned with theirs. Executing this successfully grants one point of understanding, represented by the hearts below the circle of love. Creatures have different levels of strength and require more (or less) understanding to bond with successfully. There are rare creature types which are naturally stronger than the common ones, and then there is one, and only one, champion creature for each type (you'll see the champion Wompit below). Once it dies it's gone forever.

Failing to align the survivor's desires with the creature's will result in the creature re-entering combat with full health and with an Enraged and movement speed buff. This, as you might imagine, is extremely dangerous.

And, of course, once the creature is captured you can name it. Meet Wilfred, my pet Wompit and personal body guard.



Combat
Creatures aren't just there to keep you company. They're there to protect you. As you progress through the first biome the addition of a creature companion will become necessary for your survival and continued mastery of the world around you.

Each creature has a different attack maneuver - some offer single-target ranged attacks made of poison, others offer AoE physical damage. The creature you choose to take with you to various parts of the world can drastically effect your chances for successful survival there. Your creature's stats scale with you, though, so if you really, really like that baby Wompit you tamed as your first pet, you can take him all the way to the end of the game.

BUT. The bigger and rarer the creature the higher its stat modifier is, meaning that the one albino Wompit you saw early on in the game will make a phenomenal combat pet, once you're able to personally best him in a duel. And tame him. Through seven points of understanding.

MISTAAAAAAAAAAAAAAAKE!
Combat is as simple as telling your creature to go for an enemy's throat - they'll handle the rest.


While your pets can be downed in combat they cannot be executed. Downed creatures must be tended to (by slapping them repeatedly) before they come back to their senses and join you.

HEALING WITH THE POWER OF VIOLENCE!
Refilling your creature's hp isn't as simple as waiting around for it to regenerate. There are a variety of foodstuffs you can find in the wilds (like Kibbleweed) or cook in your fort to heal your creature in the heat of battle. Some even grant them buffs!

You can also command your creature to move to an area or wait. Sometimes these beasts get in the way or stink up the house and need to go away.

Stables
Creatures don't only generate crafting materials when they are exploded into a shower of body parts. In fact, there are some crafting materials you can only get from a tamed creature. These materials take time to produce and can be used in a variety of recipes, both essential, supportive, and decorative.

We've created Stables to allow players to collect and organize their tamed creatures. While stabled a creature will produce its particular resource and make room for the taming of an additional pet. Wompits like Wilfred generate Wompit Milk (you can milk all Wompits. DON'T ASK HOW.).

MAKE ME SOME MILK YOU DAIRYCOW!
Survivors can only have one pet accompanying them at a time but can have a theoretically infinite number of them stabled.

That's right. You can make a Crashlands zoo.

Wompits, Glutterflies, Glidopi, and Tartils are just the beginning

Revised Schedule

We've been busting our CHOPS over here. We want Crashlands to be the survival-crafting game on mobile. If you have any thoughts on what we're doing thus far FOR THE LOVE OF THE SURVIVOR put them in the comments below.

This is an updated schedule of when you can expect the next information drop on Crashlands. We're mighty excited for the next update.

  • February 13th - The World and Exploration
  • February 27th -  Crafting
  • March 6th - Closed Alpha
  • March 20th - Creatures and Taming
  • April 11th - The Compendium and Spazbox
  • April 18th  - Housing
  • May 9 - Closed Beta
  • June - Launch - Android
  • End of June - Launch - iOS

Until next time, join us on Mondays for our Speedcrafting Twitch stream, where we make a game in 10 hours.



8-Bit Dev Pipe: IT BEGINS!

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YO, BSCOTCHES! A while back we announced that we would be creating an indie game developer mentorship program here in St. Louis called the 8-Bit Dev Pipe. The goal of the program is to help local developers find the feedback and motivation they need in order to make something amazing happen. Namely, make some games.

Well, we just finished meeting with our first batch of mentees, AND WE ARE PUMPED. Over the next 8 weeks, we'll be working with these fellows to help them make their dream projects see the light of day. Feel free to follow these games if you find them interesting; the more feedback and followers they get, the better the end products will be!

NOTE! The titles of these games aren't final, and since these teams are JUST getting started, much of the info here will be in flux as well. These are the initial ideas.

Stephen Hmiel and Wes Ehrlichman - "Punchvania" (Codename)
Stephen and Wes have never worked together on a game project, but the two have both been in games for a long time. Stephen has operated primarily in the design sphere and a bit on the art side, while Wes is a hardcore programmer and loving family man.

The two of them were munching on buffalo wings one night and got to talking, and they both realized that they have had a HARDCORE CRAVING to make something awesome, but neither of them had a partner to create it with. So they joined forces and headed our way, and here we are.

[EARLY DESIGN] They'll be creating a "punchvania" game -- that is, a platformer influenced by the Metroidvania genre, where the primary, if not exclusive, form of interacting with LITERALLY ANYTHING is to punch it with Earth-shattering force. This includes jumping, which is accomplished by punching the ground so hard that the shockwave will send you flying into the air.

The game is LIKELY intended for PC, and Wes and Stephen's goal by the end of the eight weeks is to have a "vertical slice" of the game -- a polished, finished section of levels to show off the gameplay and core mechanics.

If you want to keep up with Punchvania, check out these FAT LINKS!
Philip Hayes (Solo) - "Star Browser"
Phil Hayes is a renaissance man -- he can do art, programming, design, WHATEVER! So he just decided to go for it and came to us for a solo project. His concept was a bit nebulous at first, so we had to take some time to help him flesh it out a bit. The idea behind the game as it currently stands is:

There is a Dark Force siphoning the energy from the stars in the galaxy, leaving them as cold husks and snuffing out the lives of the planets that orbit them. You take on the role of a benevolent spirit that can travel from planet to planet, absorbing traits from any planet you touch. You can then use those traits to help defend that planet's star from the minions of the Dark Force.

For example, you may swoop down to a planet that is besieged by intense electrical storms, and you can consume its storms to unleash electrical fury upon your enemies. Or a planet may be burning up with heat, so you can absorb its heat to gain fiery attacks. The list goes on!

The concept is still in the planning stages, so we don't have any links to share as of yet, but we'll have more in the next Dev Pipe update.

LET'S DO THIS
We are EXTREMELY PUMPED to see these guys taking the initiative to devote their evenings, weekends, and other forms of free time over the next eight weeks to making these games happen. The whole goal of the 8-bit dev pipe is to help St. Louis developers get the motivation and following they need to bring their dream games to light, so be sure to lend these guys a hand and stop by their posts/sites to drop some comments and cheer them on.

We'll be meeting with both groups in two weeks, so we'll have some SWEET UPDATES at that time. Until then, GO MAKE SOME GAMES!



Speedcraft #3 Begins!

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We've begun streaming for our third speedcrafting, where we make a game in just 10 hours. Stop by the stream, introduce yourself, and tell us what your favorite constellation is. OR SOMETHING!

Watch live video from Bscotch on www.twitch.tv

Go to Twitch to join us in the chat room!

Announcing Flop Rocket! (Android)

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YO BSCOTCHES! We finished our THIRD Speedcraft yesterday (an event where we make a game in ~10 hours), and we're happy to bring to the world our latest minigame:


In Flop Rocket, you are a test pilot for an extremely underfunded space program. It's so underfunded, in fact, that the only real estate the team could afford for the LAUNCHPAD happens to be buried in the depths of an infinite, underground cave system.

It now falls on you, test pilot, to carry the weight of the space program on your shoulders as you navigate your rocket through this treacherous cave, collecting funds for your space program, and avoiding the indigenous Spaceducks and Spaceworms.


COMING FRIDAY, APRIL 11 TO GOOGLE PLAY!

The Crashlands Compendium

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WE HAVE A CONFESSION. At one point, not very long ago, Crashlands was suffering from an existential crisis. There was plenty to do, lots of things to build, and a fistful of enemies to punch in the mouth, and yet one looming question began to take over all the other points of design:

WHAT IS THE POINT OF THIS GAME!?

Our previous title, Quadropus Rampage, had a similar moment a week before launch when one of our reviewers said that the game was extremely fun but felt pointless. In response we took three days and whipped up Pete, the mad boss god and nemesis of Tack, and developed a series of boss fights from the beginning of the game to a theoretical "end" which we arbitrarily placed 100 levels into the dungeon. Fans and reviewers alike loved it (though they hated Pete, because he's a toolbag) and it made the game objectively better. It gave players a mountain on the horizon to work toward, and eventually blow to smithereens.
YOU SMARMY FISHGODBLOBTHANG YOU COMPLETE ME
We've since dubbed this "THE PETE EFFECT." A game can be mighty fun in its own right, with super tight systems and juicy interactions, but if there isn't a greater goal, most people will break off and leave it before the going really gets good.

The Compendium is the base of the goal-and-narrative mountain of Crashlands, the foundation of the player's reason to be. It is a system through which players can make progress in any given play session, it is an in-game wiki for everything players interact with, and it is the home of Spazbox, your insane robotic companion.

SPaZB0X
The Survivor is part of a group of Interplanetary Scientist-Explorers from the Bureau of Science (BS for short) who are dispatched across the universe to learn about all the sweet stuff it holds. Each S.E. is given a Whizbot - a recording device, thinking machine, and companion all rolled into one. Whizbots use their artificial intelligence to help their S.E.'s gather all the information required by the BS, and to survive in the wilds of any planet by performing rapid analyses on wildlife and flora as well as devising schematics for tools and weaponry, should the need arise.

Feelin' all the feels.
Unfortunately for you, upon crashing your escape pod into this new world your Whizbot glitched out. When it came to it referred to itself as SPaZB0X and, although it can't ignore its prime directives to aid you in any way necessary, it now does so with an extra serving of sass and a questionable level of enjoyment.

Spazbox also serves as the guide for the player, giving brief, expletive-laden tutorials whenever one of the many systems of Crashlands comes online for the first time. This allows us to not rip players out of their adventure with some heavy-handed learnin', and gives us a chance to inject some Butterscotchy humor at regular intervals.

WIKI WIKI WHAAAT
BUT WHAT DOES SAWGRASS EVOLVE INTO!?
The Compendium acts as a massive knowledge store for the Survivor. It's function is similar to that of a Pokedex - its full completion is the underlying goal of the Survivor and of the Bureau of Science. When a player deconstructs an object for the first time, be it a Tartil or a Logtree, the entry on that item will be added to the compendium. Because as we all know too well, the only way to gain a higher understanding of something... is to destroy it.

BUT WAIT! There's more. The Compendium has three depths of knowledge to be gained for each entry, represented by the medals awarded by the Bureau of Science for their acquisition.
"LOOKS LIKE A BUNCH O' BS TO ME."
As players deconstruct more and more of any given object in the compendium, their knowledge about that item will increase, much like a traditional XP bar. Once the player hits a certain level of knowledge about, say, Sunshrooms, their Compendium will DING and they'll move up a medal level!

Way better than killing level 3 boars
PSH WHO CARES ABOUT MEDALS I DON'T
Spazbox does, YOU BRUTE. But for those who require more tangible rewards than just a shiny piece of metal, you're in luck! The more knowledge you extract from any given object in the world, the more recipes Spazbox can come up with using that thing as an ingredient. In other words, With each medal comes more interesting and powerful recipes.

FOR EXAMPLE. When you first interact with Logtrees you can't do anything with them. After you've gotten your lumber-jack on and deconstructed five or so, Spazbox will come up with a smattering of uses for all those materials you've just gathered. Now you can build some sweet armor, a sawmill, and, hey, even a flimsy sword. TIME TO STAB EVERYTHING?! YES.

The sweet thing about the Compendium system is that it turns gathering into its own mini-game with its own set of goals and achievements, while also feeding into the larger purpose of the Survivor. Add into that the rarity of items in the Gold tiers, and players can even begin hoarding trophies in their houses to show off their sciencey accomplishments. Science trophies? YUP.

WHAT NOW?
That's all for this episode of WHAT IS CRASHLANDS!?!?. Stay tuned next week for housing.
  • February 13th - The World and Exploration
  • February 27th -  Crafting
  • March 6th - Closed Alpha
  • March 20th - Creatures and Taming
  • April 11th - The Compendium and Spazbox
  • April 18th  - Housing
  • April 25th - Monetization (OOOOOO FREEMIUM)
  • May 9 - Closed Beta
  • June - Launch - Android
  • End of June - Launch - iOS

Crashlands: There's No Place Like Home

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In today's CRASHLANDS DEV BLOG POST we're going to talk about something TOTALLY CRAZY. That's right... houses.

When you're dumped in the middle of a hostile world with no tools, no friends, no clothes, and no shame, there's one thing you'll want to do before all else. And it has nothing to do with drinking certain fluids. You'll need to get yourself some dang SHELTER. Because whether you're being chased by an enraged Glidopus, fired upon by a legion of Glutterflies, or gently flopped to death by a pack of ravenous Zugs, sometimes your best course of action is to just slam the front door and hide like a man.

What's it all about?
Crashlands housing went through several design phases, where we weren't quite sure what to do with it. Should your house be more of a fort, with destructible walls and traps and things? Should the game become a tower defense game at night where you have to build up your defenses and protect yourself? Should you even be able to build structures at all?

Well, instead of answering any of those questions, we took our normal course of action: just start implementing things and see what happens. What we ended up with turned out to be pretty fun on its own merits, so we went ahead and pushed forward!

In Crashlands, housing serves one simple, overarching purpose: it lets the Survivor turn the chaos and dangers of the wilderness into a comfortable, safe space where they can express themselves and show off their awesomeness. But enough of this ABSTRACT NONSENSE! Let's take a look at some of the actual ways you might engage with the housing system in Crashlands.

Survival
As we discussed in our Compendium post, the Survivor (you) must learn to craft all manner of things by deconstructing them. At first, your knowledge is pretty limited, and the best you'll be able to come up with is basically a pile of sawgrass with some sticks attached.
IT AIN'T MUCH, BUT... WELL, YEAH, IT AIN'T MUCH.
This house will get the job done. What is that job? PROTECTING YOUR FACE FROM DEATH. At night, there are all manner of horrible things that emerge from the wilderness to eat your face off. Fortunately, any walls you build are completely impervious to damage, and by covering the ground with constructed floors, you can prevent any creatures from spawning there in the future.

We also have a flexible respawning system. Namely, you can choose any teleporter to set as your home. At the outset, your home is your crashed ship, so it'd be wise to build your base there. But as you progress, you'll find Warp Stones and be able to build your own teleporters, so you'll be able to build forts and outposts just about anywhere.

Reaching (And Naming) New Places
Floors don't just keep creatures from spawning, though... By placing floor tiles in water, you can turn previously unwalkable spaces into... BRIDGES! For example, I saw an island in the middle of a body of water on my map, so I built a wooden bridge to it. I discovered that the island housed an abundance of Gassak plants, which are somewhat rare (and regenerate their Gas Sacks over time), so I put down a teleporter and slapped down a sign so I could name the island, creatively, "GASSAK ISLAND"!
Excuse the weird green dots... it's just a gif artifact!
Stuff Management
Crashlands is a game about STUFF. Breaking stuff, building stuff, wearing stuff, killing stuff, hitting stuff with other stuff, and organizing stuff. The housing system provides a great way to keep track of all that STUFF! You can have a room just for your creatures!
Good job on producing Glutterdust, Demetrius. KEEP IT UP!
Keep a hat rack by the door to store your favorite helm!
Excuse the blood stains underneath the table. There was an incident.
You can even build a Volleyball court and use trees as a net! BECAUSE SHUT UP.
Okay, Wompit. Remember: use your arms.
And since you can place floor tiles on water, you can also do some crafty stuff relating to the various WATERY activities of Crashlands. For example, I started building a lakeside house, and I saw a glimpse of a fishing hole out in the middle of the lake (YES WE HAVE FISHING).

The Fatheaded Slurper... the most elusive and beautiful of the Slurpers.
So I went out there and built myself a nice fishing dock! And while I was at it, I slapped together a Pump House where I can pump Water Balloons out of the lake. Water Balloons are incredibly useful for building certain materials and components, and they're also great for watering your plants. Oh, did I say WATERING YOUR PLANTS?

Gardening
Lots of resources in Crashlands have seeds, which you can replant in a more convenient location after they've been harvested. If you really want to take your GREEN THUMB to the next level, you can hoard your seeds and throw together a nice, convenient garden for yourself.

I'M GONNA GROW ME SOME CRYSTALS!
But then again, some of us just don't have the patience to deal with crap like planting seeds one at a time. But DON'T WORRY. If you fall in that camp, we've got just the thing for you: SEED BOMBS. Yep, after hoarding 20 or so seeds, you can pack them together in an explosive package and just "fling and forget". It's a little less precise, but it sure does save time. Like so!

TIME TO EXPLOSIVELY SPREAD MY SEED!
Now, you may be saying, "That's great, Seth and Sam, but I also don't want to have to CHOP my plants down one at a time to harvest them, either! Do you have something for me?" YES. YES WE DO. Introducing: THE HARVEST BOMB.

I'VE GOT SO MUCH WOOD RIGHT NOW.
THE WHOLE 27 FEET
When it comes to housing, we ultimately realized that we shouldn't force it. You could technically get by without gardening, or building docks, or making separate rooms for all your stuff... In fact, you could just build a few walls and call it a day.

There are some players who find a lot of joy in creating things, building things, and expressing themselves in crazy ways, and we wanted to make sure we allowed for that with our housing system. But if you're the type of player who doesn't care for frivolous things like "safety" or "expressing yourself", don't worry -- you can play Crashlands however you like! We hope that by the time we hit launch, Crashlands will have a little something for just about everyone.

COMING UP!
We're nearing the end of our DEV BLOG journey and are entering into a pretty hardcore content push. If you've missed any previous dev blog posts, you can find them all here:


Coming up next week we'll have a big post about how we're going to monetize Crashlands. BE SURE to get your panties in a bunch, because this baby is free-to-play. We've been bouncing around between six or seven different ideas, and we've finally landed on a payment model that we feel really comfortable with. In fact, WE'RE DANG PROUD OF IT. Anyways, here's the rest of the schedule.

  • April 25th: Monetization
  • May 9: Closed Beta announcement & details
  • June - Android Launch (HOPEFULLY)
  • July - iOS Launch


Speedcrafting : A Post-Mortem

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Speedcrafting (noun):
The practice of creating and publishing a game in less than 10 hours while streaming the insanity live on twitch.

Our 2-man studio was started with a simple word at its core. Speed. We've always been under the impression that if we make games fast enough we might just be able to succeed before we go broke. Towelfight 2, our critically acclaimed financial failure, took 48 work days to complete and got us noticed by some media and fans alike. Quadropus Rampage kept our heads above the water with its 2 million players, and it too took 48 work days to complete.

Our current project, Crashlands, is now on its 70th day, and will likely take another 30 to finish, if not more.

Somewhere along those 70 days we started feeling like we were going too slow (cancer issues aside). After returning from GDC, we wanted to challenge ourselves and see if we couldn't stand out using the one talent we have - speed. That's when we came up with Speedcrafting.

For the past month, Speedcrafting consumed our Mondays.We set out to extend our Butterscotchy brand, get more connected to our player base, and become better at everything game-related. Heck, maybe even make sandwich-money. And we'd do it in 10 hour publishing sprees that were recorded live, for heckling purposes.


Our original goal was to Speedcraft 8 games over 8 weeks, but after four games (5 if you count Roid Rage), we've found that the marginal benefit of each game has started to drop to the point where we should stop.

Still, we learned a lot through this process. Here are some of the big takeaways:
  1. The faster you make games, the more genre-restricted you become.
  2. The genres you land in when you make games REALLY FAST are also the most crowded genres (arcade, action).
  3. There's a fatigue effect regarding the consumption of any media (newsletter, game, tweets). Just because you can publish a game every week, doesn't mean that you should.
Without further ado, let's dive in to what went FANTASTICALLY RIGHT and HORRIBLY WRONG in our adventure in Speedcrafting!

Touchy Feely Goodness
One of our principle goals with Speedcrafting was to humanize ourselves to our player base and give them a glimpse of what we do on the daily. Further, it was our intent to grow the stream over time to rope in as many of our people as possible. To this end we promoted it in the newsletter and to our facebook and twitter followings, a mass of about 30,000 people.

We saw an interesting pattern emerge from our streaming. It experienced rapid growth for the first few streams and basically hit the floor by the fourth game.

Note how each color follows the same pattern
What was happening here? Let's make the assumption that we maintain a relatively stable level of entertainment value over time (DON'T QUESTION IT.) - that is, the quality of the stream wasn't deteriorating over time. With that assumption in mind the data suggests that we had reached a saturation point with our followers - those who were interested were already present by the third stream, and those who were not interested were not being pulled in. AND the novelty of watching game development wore off for most people after one or two visits. Indeed, looking back on the chats we had with everyone, it was routinely the same core group of 13 or so people who were, with one or two exceptions, present from day one. The additional people any given day faded in and out - they didn't stick to the stream.
WHY WILL NO ONE TOUCH MEEEEE?!
Streaming the Speedcraft series didn't allow us to reach our following on a large scale in the way we had hoped. But, it did give us the opportunity to chat with and scream at a variety of the people who play our games, which was exceptionally fun and cool. Development is often done in a cave, far from the sanitizing effects of light, and it was really enjoyable for us to make games as a sort of spectator sport. Though, as we saw, game dev doesn't have the sort of pull that genuine spectator sports do. It's mostly a lot of "two dudes staring intently at computer screens" with bursts of conversation and design sprinkled in.

Crossover
One interesting note is that the "crossover" between minis (number of players they share between them) is absurdly high - between 25 % and 50%. What this means is that half players of any given mini have also played other minis and/or Towelfight and Quadropus. However, that group held steady at about 250 people throughout all of the minis and didn't seem to grow over time. In other words, we have a core contingent of fans who were following our Speedcrafting, and hardly anyone else noticed!

Sharpen those Skills
The second purpose of Speedcrafting was to further hone our craft. If we made and published a game in 10 hours each week we figured we'd find soft-spots that needed strengthening. This turned out to be COMPLETELY TRUE.
LIKE THAT HIDEOUS-MENU-SPOT, AM I RIGHT?
Design
Seth and I have always insisted that we don't design things - we iterate. Our chops come from game jams where whipping up a design doc of 300 pages isn't a viable option. Things must be built, tested, and rebuilt as quickly as possible, and along the way the core, tiny idea is grown, much like a pearl in the mouth of a sandy clam.

The Speedcrafting sessions helped further hone our iteration skills. We worked on 4 different games of vastly different genres and managed to make each one fun, though some more than others. It was a great space for us to try things without much pressure -  3 of the 4 games were made in genres we've never had the opportunity to play with.

We also were slapped with the reality that some genres just take longer to cook up than others. For example, for Speedcraft #2 we made Extreme Burger Defense, a tower defense game involving bears and burgers. We'd never made a game with these mechanics before, so we set out at a frenzied pace to see if we could come up with anything fun in the short window of time we allotted ourselves. It wasn't until nearly the 7th hour that the game became playable, in the sense that it generated some fun. So many systems and so much content had to be in place before it started resonating that we didn't even have time to balance it before kicking it out the door!

YOU UNBALANCED ABOMINATION OF LETTUCE, TOMATO, PICKLE, AND BEEF!
And perhaps more importantly, the game's mechanic is so involved and content-dependent that we didn't have much time to try something totally crazy or new. We were flailing around too much just trying to get the thing playable.

Speedcrafting is genre-restricted. The games we're most proud of are Flop Rocket and Freeway Mutant. Both of these fall into the 'arcade' genre. They're small, their mechanics are instantly enjoyable (both involve movement of the player as the core fun-driver), and they allowed time for innovation. The others required a level of strategy to really sing, and strategy takes more thought and consideration than can be speedcrafted.

Programming
Seth managed to create a template for game-making after our first speedcraft that pushed the boundaries of what we could do. He did this by scriptifying and systematizing a lot of the things that we have to do over and over again with any given published game.

The last two hours of the Speedcrafting sessions are generally dedicated to UI elements and getting the game prepped for publication. This includes things like hooking up leaderboards, ads, IAP, menu screens, splash screens, credits, and all manner of non-game necessities. Perhaps the biggest boon on the programming side was the creation of some publishing checklists and the streamlining of how we implement all these publishing-related sub-systems. It will save us hours of time on literally every game we make from here on out. True, in a 3-4 month game, a couple hours isn't that big of a deal, but if we were to crank out a game in a couple weeks at some point in the near future, this stuff will really come in handy.

MORE GAS!
But everything wasn't super peachy. Some of the systems within the games had to take hits in order for us to finish them. Again, with EBD as the example, the Artificial Intelligence of the bears is as simple as it can possibly be, and their pathfinding was relatively dumb. Doing AI right takes a lot of time and, again, careful consideration. When you're sprinting for 10 hours you don't have these luxuries, so all of the enemies have to be as basic as possible, which makes them feel a little bland.

Interface work is also exceptionally time consuming and game-specific. We ended up recycling the UI structure from Flop Rocket for Goopidemic, but we were both unhappy with the result as it made the game feel a bit "recycled" (even though it was a totally different game). These are corners we'd rather not cut but had to in an effort to get the game finished.

Art
I managed to stumble on a tool that sped up my art production massively - COLOR PALETTES.

THIS IS FLOP ROCKET.
I've never used a color palette to make anything. My usual color-picking is decided by whim and ease of finding the color on the inkscape colorbar. I realized after the first two games that I was making TOO MANY decisions in too short a time. I was always exhausted by about noon. The color palette usage helped me reduce my decision-overhead so drastically that Flop Rocket, the first implementation of said palettes, was a breeze to make and is probably the most cohesive and best-looking game we've put together.

This was a huge win for me and is now being used to speed up the production of everything in Crashlands, from creatures to weapons to landscapes.

Publishing
We managed to systematize a lot of the legwork that usually goes into publishing as well. A checklist of all the art assets, screenshots, etc. that are needed has been compiled and boosted our end-of-production efficiency by 30%-50% (in terms of how quickly we could complete that group of  tasks).

Further, I got 10+ more hours of editing experience in and we created our own brand of Let's Play videos, which generally consist of me screaming like a banshee while Seth giggles. If you missed them be sure to at least watch Flop Rocket's.

BUT WHAT ABOUT THE MONIES?
Our goal with the Speedcrafting series, and the minis in general, was never to make bank. We reserve that right for our larger, more splendid titles. But it was our hope that the extremely low cost of production (~$150/game) would be recaptured and eventually built on. We were aiming for what we call 'sandwich money', which is literally enough extra money per day to buy a sandwich, or about $6.


You'll notice that EBD and Goopidemic aren't on this list - that's because both are of a low enough quality (by our personal standards) that we don't feel proper in monetizing them. (Actually, we haven't even released Goopidemic yet!) What we're looking at is just the revenue of Freeway Mutant and Flop Rocket, our 1st and 3rd Speedcrafted games. It's likely that they'll even out to about $4 a day, combined.

It's not quite sandwich money, but it does mean these games will clear the profitability hurdle within two months. Plus, we've seen firsthand the effects of launching a large game on our smaller titles, so it's likely each one of these games will experience a large boost in downloads following Crashlands' publication.

Note: The data above is from the writing of this post, which was Thursday, April 17th. On Saturday, April 20th, Flop Rocket got featured in a few countries, so chances are it'll bring in a bit more cash over time.

GENERAL PROBLEMS

Spillage
Streaming turns out to be rather stressful. Further, we always have more work we'd like to do on the games we make, and the minis turned out to be no exception. What was originally intended as a 1-day only event ended up spilling into the other days of the week. Not in a work sense, but in an exhaustion sense. Tuesdays usually found us nearly brain dead until noon, and even then the amount of work we were able to pump out was worthy of scorn by even the laziest of individuals. This rapidly began impinging on Crashlands' progress, which we found to be...
UNACCEPTABLE.

The Fatigue Effect
There's one pattern that underlies all of the data we've examined from the Speedcrafting series. We call it the Fatigue Effect. That's fatigue on our players, not on us. It boils down to the fact that people value things more if they are scarce, and less if they are plentiful. The sentiment can quickly go from, "Finally, another Butterscotch game! WOO!" to, "Oh... yet another Butterscotch game."

By making games every single Monday, and sending out Newsletter follow-ups on Fridays, we began to eat into the attention our fans were able to pay to us. The more frequently we made a game or sent a newsletter, the less it was interacted with, and presumably the less people were inclined to care.

As an example, Roid Rage was the first game we published in 7 months. Much to our bewilderment it managed a feature spot in a handful of countries in Google Play and has amassed a player base the size of Towelfight 2's, ~ 40,000 people.

Freeway Mutant and Extreme Burger Defense have yet to clear the 1,000 player hurdle, though they have been out for weeks (they both have about 700 players as of this writing).

Flop Rocket, on the other hand, was the 3rd and arguably best Speedcrafting title. It experienced little organic growth after its launch so we experimented with an advertising platform, one which we hope to use for Crashlands. With the end of that advertising campaign, which itself was equal to the cost of creating Flop Rocket, we managed to push it above both Freeway Mutant and Extreme Burger Defense.

Global Cooldowns
Too many games in too short a time means less attention, fewer (if any) features, fewer available genres, fewer new players, and lower possibility of turning a profit (because of the aforementioned). We've now established that our previous production cycle of 8-12 weeks is likely a sweet spot for releasing games: It's not so long that people forget we exist, but it's long enough for them to be excited for the next Butterscotch game.

And that's a relief. Speedcrafting has been exceptionally valuable to us internally as a studio, but has proven to be quite ineffective at helping us achieve the external goals of higher fan involvement and business sustainability.

Still, we may dig into the ESSENCE of speedcrafting in the not-too-distant future. If we are involved in a project that's planned to take about 6 months to make, we'll make sure to take a week or so break from its production and release a smaller game in the middle.

TL;DR Version -- Making games incredibly fast is useful. Publishing games incredibly fast is much less so.

Crashlands Monetization - THE "M" WORD

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HELLO, BSCOTCHES! Welcome to the  FINAL INSTALLMENT of the Crashlands Dev Blog. Today we're going to talk about that dirty word no one wants to talk about. You know the one... the "M" word.

Crashlands will be free-to-play. Now, before you rip your teeth out one-by-one or start mailing maimed effigies to the BS HQ why don't you TAKE A SEAT AND BREATHE DEEPLY. It's time we had a talk.

Hmm this seems different from the last time I saw this meme...
Far from being profit-maximizing suitbags, we use a pantheon of Butterscotch Principles to guide how we build our monetization strategies. THEY ARE:
  1. The game must be accessible to the largest number of players possible.
  2. The game loop must not be broken or stretched for the sake of monies.
  3. Players must be able to play for however long they please in one sitting, from 30 seconds to 24 hours.
  4. Free players must be able to complete the game.
  5. Paying players have a maximum amount they can pay.
But this isn't the only set of boundaries we use. We have a few business goals that also help shape the strategy:
  1. Make unique, one-of-a-kind games on mobile.
  2. Cultivate a large, loving and fanatic player base.
  3. Build a culture of mutual respect between our players and us as developers.
  4. Make enough money to make better games in the future.
We've now cycled through a few different strategies and, WE THINK, have created one that manages all of these goals and principles seamlessly.

IA-PWHAAAAT?!
Crashlands, at its core, is a game about gathering stuff and building stuff. We will have at least a few hundred unique recipes for players to create by the time the game launches. Some of these recipes we consider to be progression recipes, while others are enrichment recipes. LET'S BREAK THAT DISTINCTION DOWN.
THE BASICS.
Progression recipes are, in a nutshell, the essential recipes you will need in order to progress to the end of the game. These include:
  • Basic weapons and armor
  • Tools for harvesting materials
  • Workstations for building things
  • Basic housing items (standard walls/floors/doors)
  • Items for taming creatures
With the above items, you will be able to play through Crashlands from beginning to end and get a HINT of all that it has to offer. All players (paid and free) will have full access to all progression recipes.

But maybe you want to GORGE yourself on Crashlands. You don't want measly WOOD doors. You want CRYSTAL DOORS. And goggles that make you throw things further. And that legendary axe called THE BUTTERFLY that glows and sets enemies on fire. You don't just want the bare bones - you want a full 7 course meal of Butterscotchy goodness.

This is where Enrichment recipes come in. They aren't required to progress, but they deepen and expand the existing game systems to add utility, beauty, and outrageousness. If you get an enrichment recipe it doesn't quicken your journey to the end of the game (like that hare-brained Quadropus IAP); it adds extra paths to explore, and other modes to explore those paths.

A few items classified under "enrichment" are:
  • Additional floors, walls, doors, and furniture of cosmetic purpose
  • Beds which can be slept in to shift time forward 6 hours (not in real life, we're not that advanced...YET)
  • The Anger Omelet - a breakfast snack you can cook for your pets to buff them with Berserking
  • Bombs (including seedbombs and harvestbombs)
  • The Thro-Pipe - a blow pipe that, when swung, hurls a poisonous dart at enemies
  • And a crapton of other things!
    ooOoo

    BUT SETH & SAM, you exclaim, HOW DO I GET MY HANDS ALL UP ON THAT THRO-PIPE?!
    Enrichment recipes are unlocked in three ways.
    1. Non-paying players can watch a video ad to unlock an enrichment recipe of their choosing. None of that slotmachinegrabbag crap.
    2. Paying players can buy bundled recipes (all those from the Savannah, for example).
    3. Paying players can buy the full game with a one-time IAP that unlocks every Enrichment recipe forever, including any we patch in later. This also unlocks HARDCORE MODE, which allows the game to be played with Player permadeath and Pet permadeath. This IAP will rise in cost to reflect the growing value of the game as systems expand and more content is added, so getting in early might not be a bad idea!
    Paying for anything in the game will also turn off interstitial ads.

    Aside from granting you a whole crapton of recipes at once, paying for stuff has another important upside. As a paying player, your transaction will be saved by Google or Apple, so you'll be able to restore the recipes you've unlocked if you, say, uninstall the game and reinstall it, or get a new phone. We won't be able to do that for recipes that you've unlocked by watching video ads, because as a tiny studio, we don't have the server infrastructure to store the save data of a bajillion players.

    The Role of Ads
    Let's take a quick detour and explain our rationale behind the whole, "video ad for a recipe" idea. We believe in the quality of our work. It's our opinion that, if someone is playing and enjoying something we've crafted, we should be compensated. WITH MONEY.

    WHOOOOAAAAAAAAA WHAAAAAAAAAAT
    HOWEVER! We understand that 98% of people aren't willing  to (or simply can't) throw down a few of their own dollars to hold up their end of the deal. So, with our "watch an ad to unlock a recipe" setup, we're making it possible to use someone else's money to get ahold of everything Crashlands has to offer.

    That someone-else being advertisers. If you don't or can't pay us to consume the work we've created, then advertisers will do it for you, and that's perfectly fine by us! We'll also be using interstitial ads to help support the game, but any purchase you make will turn them off forever.

    Mad Respect
    It's our hope that by being transparent about our goals and principles regarding monetization that we can build a culture of respect between ourselves and our player base. Too often questions of a game's monetization scheme turn to accusations of "greediness" on the part of developers or "entitlement" on the part of free players. The question that should be asked is whether or not paying players are getting value for what they're paying for and whether or not free players are able to reasonably compensate developers for what they're receiving. We think that the system we've described above will fare well on both accounts.

    We win. You win. EVERYONE WINS!

    This is the final Crashlands dev log
    For the next while we'll be digging into content creation for the game to get it filled out by launch time. The next communication about Crashlands you can expect is the BETALPHA announcement, with all the details on how you can be one of the first to roam Crashlands and die to its aggressive fauna.

    You're welcome to discuss this monetization strategy in the comments, just remember to keep your comments on-topic and polite.



    Crashlands Environment Updates

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    SUP, BSCOTCHES! Although we're technically finished with our official DEV LOGS on Crashlands, THAT DOESN'T MEAN WE'RE GOING TO STOP TALKING ABOUT IT! And this is just too exciting to pass up. Crashlands has undergone a significant environment overhaul in the last few days. Check out these snippets of the changes!

    Before
    This is the environment as it was about a week ago (what you've seen in all the gifs and screenshots we've posted).


    Notice how "grid-like" everything is. True, the world is generated on a grid, but WHY DOES IT HAVE TO LOOK SO... RECTANGULAR? We wanted something more organic. So we took a few days to slap around the tile art, and here's what we ended up with.

    AFTER
    DANGIT TARTIL, OPEN YOUR EYES DURING SCREENSHOTS.
    A few things stand out. Although you can still tell that the game is on a grid, it's WAY less obvious now, due to our reshaping of the ground tiles to give them all kinds of zany, characteristic edges. Our ultimate goal with the environment update was to make the world feel more organic and fluid and less like a chess board, and we think we're now much closer to that goal.

    The second big change is the water. instead of creating water tiles and trying to make them look natural, we removed the water from the tiling system altogether. Instead, you get to see the sky and clouds reflected in the surface of the water, and the surface has a slight rippling effect to it. This also gave us a cool opportunity to flesh out the world of Crashlands a bit more, because we can convey what's up above as well as what's on the ground.

    What's even  cooler about this, is that we didn't have to change very much at all with how world is generated. It was primarily just an art shift, so it was pretty dang quick and easy to do!

    THE BAWG
    We've also been working on the second biome in Crashlands, THE BAWG, though we haven't shown it to anyone UNTIL NOW. The Bawg is an enormous living creature that you walk around on, and it's covered with parasites and weird organisms that feed on its various fluids and bodily productions. Also, it produces large amounts of acid from its pores, which have created lots of unhealthy rivers and lakes of green weirdness.

    This also means that instead of walking around on dirt or grass, you're striding upon skin, muscles, fat, and bone. And instead of harvesting trees, you're chopping down nerves, thrombocytes, and giant hairs. It's a pretty weird place.

    Here's a before and after shot of the Bawg (without showing resources/creatures). The top image is before our environment update, and the bottom is after the environment update.
    Co-starring Tim the Wompit.
    We're really pumped with how the environments are shaping up, and hopefully you are, too. Let us know what you think of the new direction in the comments!

    Crashlands BETALPHA!

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    We're happy to announce that we're shifting into...


    This is the part of development where the game's core systems are basically complete but the content isn't yet finished. We need a small cohort of people with excellent communication skills to play through the game and find all the bugs, design holes, and personal failings we littered it with.

    STRAP IN. HERE'S HOW IT'S GOING TO WORK.

    Round 1 : Closed Betalpha - Begins Tuesday, 20th of May
    Ah, so lovely.
    Closed Betalpha includes only two people. These are some of our friends from the local St. Louis development community. We'll sit down, in person, with these fine folk and watch them play through the game. The primary goal of the closed Betalpha is to get the new-player experience done DAMN WELL and to ensure there aren't any glaring holes in the game right off the bat. These are your front-line commandos, taking the worst of the bug bullets so everyone else can have a better time.

    Round 2: Early Android Betalpha
    Such GRACE!
    Early Android Betalpha includes only 20 people. We are, as most of you know, only a team of 2. We prefer to work with small, tight-knit, voracious groups to do our betatesting. Being in this group is an exclusive opportunity to offer feedback, communicate with us directly, and help make Crashlands the best thing to hit mobile since the calculator app. As such, we are interested in members of the Butterscotch community who display excellent writing skills, get along with others, and have a fistful of time to give to us.
    Applications for the Early Betalpha will go live on Friday, the 23rd of May.

    Round 3: Invite-Only
    The Invite-Only round is the final round in the Betalpha series. This lets us add an additional few individuals to the pool and get one last set of fresh eyes on the project before we dive back in to finish development.

    We're keeping our launch date flexible and will be sticking as close as we can to our target of June.

    Drop us a line in the comments if you're pumped for Crashlands, or have any musings about what some of the items in the images above are!

    Let's Play WHAT IS THAT?! #1

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    Crashlands has a massive number of objects. They range from the mundane, like the kickable leatherball, to the epic, like the champion Wompit, Albi. However, most of these objects have yet to be seen by the community. While we dig into our betalpha phase we thought it might be fun to test everyone's creative muster.

    In this three part series we'll display three objects each week, as well as their type, and let you guess their names, functions, and Compendium descriptions. At the end of each week we'll reveal the true answers and our favorite community-created guesses. You can take a stab at individual objects or do all three.


    Trinkets - Equipped on the character, much like armor. These resource-intensive items provide a wide variety of passive bonuses to the Survivor.

    Creatures - Tameable, destructable beasts of the wild. Each one has a clever way of trying to disembowel you, and a particular item it can be tamed with.

    Devices - Combat-focused items that apply a status effect to an enemy and have cooldowns. Highly skilled players will use a nice rotation of these in combat, tuning it to their own playstyle.

    Remember: name, function, description.

    READY
    SET
    GOOOOO!

    Crashlands Audio: Courtesy of Fat Bard

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    HEYOOOO Bscotches! WE'VE GOT AN AURAL TREAT FOR YOUR EARS. Sit, back, relax, and turn on some "Night Theme" music as you enjoy our update about what's coming with Crashlands' audio.


    Although we normally are big fans of using recycled 8-bit sound effects in all our games, we decided to step it up about 37 notches with Crashlands. That's right -- NO MORE 8-BIT SOUNDS! We're going with the real stuff this time.

    Unfortunately, we don't know crap about audio work, so we brought local sound and music studio Fat Bard onto the project a few weeks back to help us with this new undertaking, and they've been doing an awesome job. They're a local duo made up of St. Louis musicians Patrick Crecelius and Zach Fendelman, who both have names that sound like ancient gladiators.

    This is where the magic happens.
    The creature sounds have been the most fun to work with by far, since each creature has a pretty wacky personality to it. Aside from the Fat Bard guys, some of the creature voices have been done by our very own Sam Coster (Snorble), and local aspiring voice actress Addison Corcoran (Satgat). We have TONS more creature voices and sounds than what's on this preview, of course. THAT'S WHY IT'S A PREVIEW.

    Where the other magic happens.
    Ultimately we're planning on working with Fat Bard to offer the game's soundtrack for sale, and all the proceeds of that would go straight to those fellas. The Fat Bard guys tell us that they'll also be adding to the album some exclusive remix covers of the game's music. So if you like the music of Crashlands (WHICH YOU WILL), be sure to support the artists behind it when launch day comes!

    WHAT IS THAT?! #1 Results!

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    This week we had our first go at WHAT'S THAT?! The objects were the following:


    The true nature of each item and our favorite community guesses follow!

    Trinket - Davy Lamp
    • Function - Grants huge fire resistance to the player.
    • Compendium entryWith this beautiful, ornate lamp at your side, you suddenly feel less afraid of fire.
    • Dev background - We needed something that would help against Tartils, the first fire enemy players encounter in the game. After a bit of research we came across the Davy Lamp, a device which coal miners used to stop themselves from exploding in the mines. It uses a metal mesh that encloses a constant flame to burn away flammable gases. The mesh reduces the heat transferred outside the lamp, thereby denying the very gas that burns inside from igniting outside. SUPER NEATO!
    • Best guess submitted by Karbonation "dragon lantern ... Protects you from fire damage?"
    What are you, a PROPHET, KARBONATION!? This was a shockingly close guess, function wise. Though it's actually made of scales from fishing, yellow gems, and glotus berries. NO DRAGONS HERE! (YET.)

    Creature - Satgat
    • Function - Fires his hat in boomerang fashion through the player and anyone else. Loves to make cute noises.
    • Compendium entryKnown as the most awkward of creatures, the Satgat hides behind its pointy hat to make sure nobody sees its puzzled expression.
    • Dev background - The Satgat's name originates from the traditional east-asian conical hats worn to keep out the sun. Satgat is the korean term for such a hat, and one we found best suited for this little fella!
    • Best guess submitted by Mea'eshana PhoenixFire - "FlapBat"
    This little critter is FLAPPY indeed, though he follows more in the wormy/bug category than the bat category (we've already got that one covered in a very, very evil way). Check him out without his deadly hat, and with his belly button exposed!

    such awkward.
      Device - Blinding Mirror
      • Function - Blinds a single enemy for a short duration, causing them to either miss their attack or fire wildly.
      • Compendium entryTemporarily blind your opponents by hitting them directly in the eyes with this fashionable mirror for X damage!
      • Dev background - The blinding mirror is an unwieldy, semi-reflective hand mirror. After we arted it we realized it is better served knocking the lights out of enemies than actually bending light, so now the player just whaps enemies in the face with it.
      • Best guess submitted by Joe J - "That device looks half like a mirror, half like a giant blob of butter on a frying pan..."
      Got it nearly right, Joe J. We decided it WAS more of a frying pan after it was arted, and made it a more melee-style blinding weapon. Smack enemies in the face with it, out go the lights!

      Tomorrow we'll have What is THAT!? #2 up. Keep your guesses coming!

      Let's Play WHAT IS THAT!? #2

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      In this three part series we'll display three objects each week, as well as their type, and let you guess their names, functions, and Compendium descriptions. At the end of each week we'll reveal the true answers and our favorite community-created guesses. You can take a stab at individual objects or do all three. Check out the community concoctions from part #1 here.


      Components - Items that are used to craft other items. 

      Creatures - Tameable, destructable beasts of the wild. Each one has a clever way of trying to disembowel you, and a particular item it can be tamed with.

      Structures - Objects that are placeable and used to keep baddies out or for sheer decoration.

      Remember: name, function, description.

      READY
      SET
      GOOOOO!

      WHAT IS THAT!? #2 Results

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      WHAT IS THAT?! #2 is over! Let's take a look... at the scores.



      Component - Nitro
      • Function - Allows for the crafting of several fire-based items. Super flammable. Also tastes like OJ.
      • Compendium entry - This compound burns you hand when you touch it. It also explodes when you touch it. Basically, don't touch it.
      • Dev background - The Gassak plants that litter the Savannah naturally extract huge amounts of gas from the soil. This gas is trapped inside inflatable sacks along the body of the plant. Once properly removed (WITH CARE!),  these sacks and their flammable components can be distilled at a chemworks to make some SWEET EXPLOSIVES. Because we always need more explosives.
      • Best guess submitted by Nishant Ganesh -  "amber amulet used to build fire based weapons/ items"
      ACCURATE AS A NO-SCOPE HEADSHOT, NISHANT. Except for the amulet part. Don't wear this. It'll explode you.

      Creature - Snorble
      • Function - Snorbles suck in huge amounts of air and mix it with a disgusting amount of mucus. The resulting concoction is then blasted out in a deadly arc.
      • Compendium entry - Snorbles are incredibly violent creatures when provoked, but really they just like snuggling.
      • Dev background - "SHOTGUN KIRBY" was the idea here. We wanted to experiment with some other attack methods and the first that came up was a sort of 'cleave' pattern. We ran with the idea and ended up with something pretty gross and really fun to interact with. He also makes an excellent pet.
      • Best guess submitted by Karbonation -  "Fwezah the Sucker, Friezas little brother that he doesnt like talking about for obvious reasons. Winner of best nintendo cosplay 2005 as Kirby"
      Karbonation is at it again with creepy insight. This time, not particularly about the function of the beast but rather about its origin point. STAAAAAAAAAAAAAHP.

      Structure - Scarecrow
      • Function - Decorative. The wompit heart sewn inside still beats. EWWW.
      • Compendium entry - Unfortunately there are no crows on this planet, so this item is probably useless. Still, it looks totally rad.
      • Dev background - The Scarecrow actually started as a functional housing item, back when we were dabbling with the idea of making the housing into a tower-defense-esque nightly game. As it turned out, that was a horrible idea. The Scarecrow originally caused aggressive creatures to move away, but is now strictly a cool trophy to place out amongst your gardens.
      • Best guess submitted by Arnon Enez -  "Stick of Terror - Protects the Survivor and his property by feeling the hearts of his enemies with terror!"
      Arnon nailed the original function. Alas, constraints have made this once functional object into nothing more than a stickman. BUT IT'S STILL AWESOOOOOOOOME.

      Stay tuned on Monday for #3!

      Crashlands BETALPHA Applications are now live. (Android & iOS)

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      Help us make Crashlands the best game on mobile.

      Crashlands is big, and we're only two people. We need some extra hands and eyeballs on this epic to polish it to a shine so bright it fires laser beams.

      Applications will close on June 4th.

      Let's Play WHAT IS THAT!? #3

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      This is the final installment of WHAT'S THAT!?

      In this three part series we'll display three objects each week, as well as their type, and let you guess their names, functions, and Compendium descriptions. At the end of each week we'll reveal the true answers and our favorite community-created guesses. You can take a stab at individual objects or do all three. Check out the community concoctions from the part #1 here, and part #2 here.


      Weapons - Items that are used to obliterate (er...defend against) the local wildlife. The higher the rarity the more likely it is to have other crazy effects associated with it (fire, poison, electricity, berserking, etc.)

      Resources - The metaphorical 'trees' of crashlands, these objects are found in the wilds, require special tools to deconstruct, and are often replantable.

      Structures - Objects that are placeable and used to keep baddies out or for sheer decoration. Though ones like this are found scattered about the planet's surface and are immobile...WHAT COULD IT MEAN!?

      Remember: name, function, description.

      READY
      SET
      GOOOOO!

      WHAT IS THAT #3 Results - THE FINAL TALLY

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      WHAT'S THAT?! #3 is complete. This also marks the final entry in the series. Thanks to everyone for playing!

      Let's take a look...at the scores.



      Weapon - Wobblygong
      • Function - For beating the pants off of things. It's an AXE type weapon, meaning it has natural crit built in. Aww yiss, those crits.
      • Compendium entry - It's not happy about being caught, so you might as well beat things with it.
      • Dev background - The Wobblygong is one of 3 legendary weapons that can only be found while fishing. The others, found in the second and third biomes, seem to fit nicely alongside this one... perhaps you can MEGAZORD THEM!?
      • Best guess submitted by Kiwicat4444 -  "sickeel : This legendary weapon can paralyze foes. A sickle made out of an ancient eel. It looks angry because it paralyzed itself a decade ago."
      The idea that it accidentally perma-paralyzed itself had us cracking up, and we think is probably likely GIVEN HOW ABSURDLY BAMFY THIS WEAPON IS. Nice job, Kiwicat.

      Resource - Nurva
      • Function - It's found in the Bawg and is the provider of electrical wiring (positive and negative) as well as electrical insulation.
      • Compendium entry - Nurva are the dendrites of neurons that have somehow managed to protrude from the flesh of the Bawg. They crackle with electricity!
      • Dev background - The Bawg is a big, living creature, spread out across an ancient marsh. We wanted to pull heavily from real biology for the structures you find there and make some neat things. The Nurva is inspired by neuron cells and all their wondrous functions.
      • Best guess submitted by Karbonation -  "Heart Hibiscus. Some say its good for your heart and blood health, but most just say it heals you."
      Structure - Waystone
      • Function - Teleporter.
      • Compendium entry - None.
      • Dev background - Waystones are one of the few things that have stuck to the game through the course of development. We knew we wanted to have a teleporter network that was player created, but also wanted to have a bit of luck thrown in. Waystones are found sporadically out in the world and offer a hefty addition to the player's teleporter network, relieving the burden on them for creating the expensive teleporter structures and throwing in some fun randomness to spice things up.
      • Best guess submitted by Arnon Enez -  "Luminous Stones, Decorative. Provides beautiful lights to it's surroundings."
      The waystones do indeed glow, so it's actually easier (though more dangerous) to find them at night rather than during the day!

      Thanks to everyone for sticking around, we're going to go grind our faces into the game before betalpha selection. GOOD LUCK TO ALL!

      Cancer Round 2 : FIGHT

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      Crashlands will be, to my knowledge, the first game to launch after half its development team underwent cancer treatment...twice.

      On Wednesday, June 11th, I had a follow-up PET scan to assure myself, my family, and my medical team that the cancer was gone. The doctor walked in the room where my family had gathered and, with a frown, said:

      "Your disease is back."

      Three nodes in my left armpit were glowing. The same three nodes where the disease appeared to have begun, way back last fall. I was silently crying as the doc laid out the treatment plan, my veil of optimism temporarily torn asunder by the news. Seth and I talked afterward and, in his ever-optimistic older-brother mode, he assured me that we'd figure out how to get through this.

      Since then we've been running from exam to exam, reading statistics, catching up on all the new research for curing what's called Refractory (meaning it didn't die with the first line of treatment) Diffuse Large B-Cell Lymphoma, and shoring up our weak points for the months ahead.

      All-in-all, we're looking at another 6 months or so of treatment, 7 weeks of which will have me in the hospital. I'll be getting two bone-marrow transplants, back-to-back. That means I'll be getting my immune-system nuked out of my body and someone else's put in. Hopefully it will be Seth or Adam's (the third Butterscotch brother, who is finishing a PhD in genetics at the moment).

      Some in the community subreddit, twitter, and comments here have been wondering where we've been for the past few weeks; WELLLLLL here you are!

      What this means for Crashlands
      I worked through the last chemo, and I'll work through this one. I even got one of these amazing cardboard stand-up desks that I will be smuggling into my hospital room. Plus, we purchased a fancy new laptop that has a high enough resolution that I can effectively work on its not-wall-sized screen, so I can actually work from wherever.
      It may not be shiny but it's DAMN EFFICIENT.
      I'm likely to be close to undeath about 50% of the time in the coming months, being conservative. Based on where development is now, and how it's been progressing, we had internally moved our launch time back to end of July. With this new cancer development, we're now aiming for September.

      To those of you who applied to the Beta, we've still got your info and will be making our selections once we get to that developmental point. We were originally aiming to be there by now, but cancer happened.

      What you can do
      Send me your vibes. ALL OF THEM. Specifically, send them to my left armpit.
      DAMMIT. I WAS JUST GETTING USED TO THIS "HAIR" CONCEPT.
      We're working on something to show-off Crashlands in video-form which includes a number of ways that you, our players and lifeblood, can lend your aid. It'll be something very easily shareable that explains our backstory and gives the first glimpse of Crashlands in action (and not in a crappy gif). In the mean time, spreading the news is all we can ask for. Tell your friends, your dog, your uncle, maybe even your dog's uncle's best-friend. We're going to need all the support you can muster.

      To those of you who have been around since the first bout, thank you for your support.

      To those of you just joining our combined struggle of indie development and cancer eradication, I say this:

      My name is Sam Coster. I'm 24. I make games with my brother, Seth. I have cancer. And I am very, very grateful that you're here.


      Announcing the BUTTERSCOTCH FORUMS!

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      HEY GANG!

      Here at Butterscotch, we've had a problem. We have all these players and friends who we want to talk to on the regular, but they're spread out all over the place. Twitter, Facebook, the comments section of this blog, the Crashlands subreddit, The TouchArcade forums, the DroidGamers forums... You name it, we've got a friend or a fan there. But we haven't managed to put together a place that all of our Bscotch Buddies can call home. UNTIL NOW.

      We've been hard at work over the past MOMENT throwing together a gift for all of our amazing fans and friends out there: the Butterscotch Forums! GET OVER THERE. GET SIGNED UP. MAKE A POST. MAKE SOME TOAST.

      Here's what you'll find in the forums:
      • A consistent, direct line of contact between us and you.
      • General updates about things coming down the BscotchPipe, like merch, minigames, etc... and other Bscotch-related news.
      • A dedicated "official" area for updates about Crashlands.
        • We'll also be using the forums to get feedback from testers when our beta begins. So even if you're not a tester, you'll be able to follow the beta in there!
      • Dedicated discussion areas for our other games -- one for each of our bigger games, and a section for our smaller games. Feel free to chat about strats, post screenshots, fan art, or whatever!
      • Patch notes for updates to our games.
      • Announcements of game jams we're participating in, as well as links to playable versions of those games.
      • Discussion about game development and gaming in general.
      All in all, we love you guys, and we want to hang with you and talk about the things we enjoy and the things we make. Now we can!

      SO QUIT DILLY-DALLYING AND GET SIGNED UP!
      Yeah, that's right. dilly-dallying.
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