Mission to Earth

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this is the last game in this series. it reflects the first one. It’s like poetry, it rhymes.

10 Gnomes in Pothia


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Mission to the Sun


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5 reasons why Mission to the Sun is more important than you think!

Here we are. Mission to the Sun (MttS for short). The game that has become a meme over the years. The game that I’ve been putting on my yearly to-do list for… let me check… last four years. Yep, it’s marked as plan-B on my 2012 wrap-up (alongside another game from this series: Mission to Earth). Would you believe, that previous “mission” game was released four years ago. That was during the 2012 game creation madness, when I set out to create one small game every month. Those were the days… However, there were some heavy hitters in the meantime, like gigantic Daymare Town 4 and two last games from the Submachine series, the last one taking whole of 2015 to finish. And those “mission to…” games were being pushed to the side. However,  creating those games was a part of a bigger plan, namely finishing up my 10-year long adventure with Adobe Flash.

  1. Finishing up the Flash era. This game was kind of destined to be the transitional one since all those years back. My last (as in: the Last) game made in flash was Submachine 10 – for multiple reasons, one of them being I didn’t want to abandon people still playing flash games online right before the big conclusion to the series. That wouldn’t be right. However – after that was done it was time to move on. And here’s where MttS stepped in.
  2. Being my biggest gamedev experiment to date. Yes. As I was switching from Flash to Game Maker – it was obvious that before going big and bold – I’d need to create something small just to test things out, or to check whether I’m even able to do anything in the new software. Remember – I’m just an old fart used to comfy surroundings of Adobe Flash, switching to Game Maker could’ve been a fiasco.
  3. Being a successful endeavour, proving I can still do it. That’s right. It can be just a little avoider game, but to me it’s so much more. Now, knowing what I know about this new software, I can move to larger projects.
  4. Opening door to larger projects. Coming up next – new 10 Gnomes game. Some might argue that mechanically gnomes are way easier than MttS, and you would be right, however time-consuming-wise gnomes will take much more work. I already have the engine for gnomes, that wasn’t that hard, but now, adding about 70 locations and gnomes to them – that is a hard, blue-collar work right there. Ok, maybe I went a bit overboard with that blue collar, but still, lots of work to do. After that I’m taking on something that will create foundations for the inevitable big game – the platformer.
  5. Creating foundations for the big game. Right now, after finishing creation process of MttS I feel I can tackle something bigger and more complex. I’m still learning the language of Game Maker, I know that the code of MttS is a mess, but that’s why I still have three more games to do this year, to polish my skills and become prepared for what’s to come in 2017.

So this is it. This game was very important in my gamedev life, while still being so small. Do not underestimate the importance of this game. And go play it. Again: fun times ahead. Three more games this year.

You can help me create more games via donations on Patreon.

Submachine watercolor #4


10 years of Submachine – and now what?

I’ll try to keep it short, however we’ve got a lot to cover here, so bear with me. The Submachine is over, and with it, an actual era of my career. 10-year long era. I’ll explain in detail what will happen right now and the reasons why it’s happening. It’s all caused by the patreon-induced transparency, as this is the first year where I feel obliged to keep you guys in the loop about what’s going on and why. I’ll break the wall of text into smaller chapters, each named appropriately. That being said, here’s the first one:



Submachine watercolor #3


2015 wrap-up


Now, for the first time, this feels right. Wrapping things up, telling you what happened in 2015, because now I use Patreon and your kind donations to create. It is only fitting for me to tell you what you got for your money’s worth. Actually a lot happened and you can see most of it in the above collage. Then we’ll talk about what’s coming up next, and that’s a handful as well.


Submachine 10, -ak-‘s review

The end of era.

A decade worth of intrigues, mysteries, and theories all come together in an absolute full loop and ended resoundingly in the only place where we could possibly be.

Rest assured that the majestic and atmospheric network of Submachine has deserved its proper conclusion to one of the most creatively-crafted PNC series ever conceived by taking you to places you never expected to land and still managed to enjoy their ominous architectures while solving deviously designed puzzles. We expected nothing less from outer dimension of the mind, Mateusz Skutnik, and yet he still deliver unexpected development that’s the core signature of Submachine series.

Submachine 10: the Exit is the game we ardent fans absolutely deserve the chance to play a main Submachine game one last time, one that Mateusz deserves to end the series with.


Submachine 10, Dragon Flames review

Wow… just wow… I wonder if the concept is that M wanted to help people escape the Submachine like the Matrix idea, and each time he goes after one, the sub-machine resets itself or if every sublayer actually has the exact same thing and one more person is able to escape using the clues left in the notes infused with karma. Who invented the submachine? How many people before me (the person who just escaped) was able to get out?
I guess time and space doesn’t exist per say in the Submachine, or else it can pass by at a different rate, but it seems that our time travelers are aging a bit.
You know, Mr. Skutnik, It might have been 10 years for you, but ever since the Lab, ( Sub 4 I believe), I have been replaying every one of your Submachine games from the beginning. I just finished doing so now. I will admit that I don’t have the ability not to use a hint here or there, especially for some pesky little secrets ( like the one in the red storage room in this game), but I have enjoyed every moment of it. It’s because of artists like you that I work hard in order to make more than I need… so that I can offer you monthly contributions through Patreon. However, right now I can’t, so I play the games and give reviews… It’s been…. never that a game or series of game left me with the emptiness that lingers within a fan when a series ends. I have played series that have lasted far beyond 10 parts, but they haven’t come close to the involvement that I have felt playing your games… Especially the questions I am left with.

I have yet to know if you had planned Submachine 10 to tie into the other submachines as well as you did, or if you just used whatever you could to tie it all together, since pointless aspects in other games, like the Arcade game in the Lighthouse basement, were rather pointless in their original apperance. But it really doesn’t matter. It was stitched together seamlessly and flawlessly.
I still have about 9’900 characters allowed that are left, and I would gladly use them to sing your praises, but, in all honestly, I am just awestruck and amazed at the experiance you have created and I have shared with you through your game. You are an amazing game master creator, a wonderful storyteller, and a beautiful historian by capturing aspects of the past in each of your games.
Well done. Bravo. Kudos and farewell.
Until your next release.

December 24, 2015

Submachine 10, Martin Bak review

For more than 10 years, the Polish artist Mateusz Skutnik has excited fans of point n’click adventures around the world with his unique submachine series. On average, there has been a new game every year, and this year he has put an end to the series with the masterpiece “Submachine 10 – The Exit”.

Where other publishers of this game type often calls to small quickly made game with questionable graphics and more or less random tasks to be solved, Mateusz goes another way. His game is hand drawn. So how true hand-drawn with pen, paper and colors. And his creativity sends the player on an exceptionally beautiful and thoughtful adventure through ingenious locations where strange mechanisms and plasma and karma portals must work to get it all to go up to a higher level. Along the way we are explaind of this strange phenomenon via messages that slowly reveals what “submachine” really is – but without it ever becomes quite understandable.

But beautiful and entertaining it is.

His game has evolved over time. Sub-1, which was published for more than 10 years ago, was a relatively simple game. Still very accomplished but as nothing compared to what was to come. For each episode, the games become increasingly perfected and advanced, both graphically and in relation to the tasks complexity. Each new episode has revealed a little more of submachines being.

In Submachine 10 – has just come out, he gathers all the threads. We are led back through all the previous games, the scenes we know, but the ravages of time are clearly visible. Places we’ve seen in previous episodes are jammed or broken, but still needed for this grand finale. The game is probably the largest and most complete point n ‘click game yet seen. And at the same time incomprehensible beautifully made. He has spent almost two years to make this game, and you understand why.

I just played sub-10 It took me 3 days. But three days consumed with curiosity and wonder.
Mateusz offers a free version of its online gaming. There you get a relatively small screen to play on, but it’s still a great experience. If you want all the details, however one should spend the $ 5 (about 35 kr.) As it costs to buy sub-10 in HD and full screen, or the $ 25 for the entire series.

Martin Bak

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