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INVERSUS is heading to Boston, MA and Austin, TX! 
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INVERSUS NEWSLETTER

September 3, 2015

Last time we talked, INVERSUS had entered the Steam Greenlight process and was preparing for it's first big set of festivals. I'll dig into how that all went below (spoiler: it went great), but first let's check in on what's up next.

Boston Festival of Indie Games

INVERSUS is taking stage on the east coast Saturday, September 12 at the fourth annual Boston Festival of Indie Games in Cambridge, MA. 

Boston FIG is primarily games local to the New England area, but having grown up in Massachusetts I should fit in just fine. I also have family there to rope into helping out at the booth!

Fantastic Arcade

In my continued travels around the country, I'll be stopping by Austin, TX. Fantastic Arcade is holding the first ever INVERSUS tournament on Monday, September 28. 

They will be showing a ton of amazing indie games so stop by, check everything out, and enter the tourney. It's time to name the INVERSUS world champion!

Updates

So what happened with all the stuff from the last time?

Greenlit
INVERSUS got greenlit on Steam in a mere eight days so thanks for voting! Check out this post on the blog if you want to read a short postmortem.

Bit Bash
The trip to Chicago was amazing. Click here for the blog post showing INVERSUS on giant projector amidst a smoke machine and in front of a live DJ.

PAX Prime
The Penny Arcade Expo ended up being an exciting four days in the Indie MEGABOOTH. Everyone I met from fans to developers to volunteers was fantastic. 
 

The game was setup in the minibooth section of the megabooth. Being a first timer this simplified things and worked out really well. 


Every night brought with it some sort of event. On Friday night I actually got to show the game at the unPAXparty hosted by Unwinnable.


By the final day of the show my voice was literally cracking when I talked, but it was all worth it to be a part of the group above. Thank you everyone that stopped by and played the game!

The Actual Game
It seems to be indie game festival season and thus all the show related updates, but between all of that I am actually making progress on the game itself. Most of the recent changes have been around locking down the feel because so many people are actually getting their hands on it. I hope to write something on that process soon.

I've also officially started the console porting. Actual console specific code has been typed! There's still a ways to go on this front, but I can finally see the light at the end of the tunnel (even if it is still far in the distance). The details of which consoles will release when is still TBD, but I'm hoping to get at least one of them and the PC in your hands by Spring. The closer we get the better idea I'll have about an actual date. Stay tuned!

- Ryan
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