2019 wrap-up


Come on boys and girls, let’s take a look at last year, but be haste, for I have little time to spare. Details on why below.

Plan A

the-Big-Game. I think there’s nothing more to say here. I don’t want to dwelve on the specifics and milestones, but the plan is to actually finish and release the game this year. Oh, and I also plan to reveal the actual name of the game this year as we go along. Not sure how to do it yet, I’ll probbaly create a video with the reveal. But not sure when to do it. I think I’ll keep it secret until I have a feature-complete build on my hands. I’m also falling into the feature creep a bit, which is scary. I’ll just have to say “enough!” at some point, and I’m bad at it. The same thing happened with ‘Where is 2019?’. If not for the December deadline I’d just be adding more and more to this game. But here it is, THE plan for 2019. There’s almost nothing else on my mind right now. The focus is set, engines are being revved and the countdown to liftoff already begun.

Aaaaaaand the countdown is still running. Ok, hold on, don’t laugh, don’t leave the stream just yet. Look here, listen. It’s nothing new when I say that I have a HUGE PROBLEM with estimating exactly how long my work will take. Especially if the project at hand is not one hundred percent written and sketched at that time. Having said that – when I look at the big game right now – it’ll be about 50 percent larger than expected. As in actual rooms / views count. Besides that, it will be much more complicated graphics-wise. Ok, in lamen terms – it’ll be bigger and prettier, and it just takes more time. But I assure you, right now I’m working around the clock daily, including weekends, I guess that’s the way these things work. Once I heat the furnace, the production goes into insane mode, so to speak. Title reveal was postponed intentionally by me after learning closer about how Steam actually works and it’s policy on being able to reserve a game name (spoilers: it’s non-existent, therefore you STILL don’t know what the game name is). Me being totally in tune with the big game development is also the reason why this article comes so late. I had to literally force myself to exit photoshop and game maker to write this.

Plan B

10 Gnomes in Oristano. I know what you’re thinking. You’re thinking: Hold on now, you cheeky bastard, is the game already done and you’re just witholding it from us? Like the one in Paris? Well, not entirely. It’s like 85% ready. The locations are done, the gnomes are not. I’m shooting for June or July release. Probably July.

Aaaand, as expected, May it was. This game marks the first time of gnomes being actually nicely animated in Spine, I know, about time, right when the series is almost done. What can I say, I learn along the way. Not sure what I’ll learn in the future, because, you know, the path is winding and it’s all foggy down here on the treacherous road to game development immortality. Wait, when did I become a prosaist? I guess I’m reading too much Wegner nowadays. But the gnomes being released earlier was also a sign of deepened focus on the big game – I was just cleaning the house before the big push. Go and download the gnomes here.

Where is 2020? We’ll continue the adventure of Santa, we’ll find out what happens after he met Seaweed and move forward the narrative. Some of you are asking for a point and click gameplay to return in this series. We’ll see.

What do you think happened. He moved away from the Seaweed and went in different direction. Is that symbolic? Well, no. Santa just has his own boombastic adventures this year and met another prominent figure at the end of this game. Go find out who it was here.

Plan C

So here’s the thing. There is no plan C. And this is kind of big news. It’s also the testament of how much I want to focus on the big game. This year, for the first time since… Let me think… 2003?… So for the first time since 16 years I’m not doing a new comic book. The streak ends here. I’m diving straight into the big game right now in January and don’t expect to surface until the release.

Aaand there was no comics this year. Not even a single page was drawn. All drawing powers went straight into the big game. Well, there, and I also took part in this year’s Inktober challenge. I like a good drawing challenge from time to time. Honestly – this was not a good challenge. Not challenging enough, if you will. Read more about it here. Oh, almost forgot, I also helped in graphical translation of Crumb comic book. Graphical translation? What is this? Find out here (once I write about it in the future :D As you can see there’s no time spare for side projects here).

Unexpected Plan D

Seems I can’t just focus on one thing at any given time, even if I try. This is how the Submachine Card Game came to be. Me resting my  mind from gamedev for a bit. This game was developed in August and right now I’m looking into ways of publishing it. Read more about this game here.

So, that’s 2019. Let’s take a look at what’s coming up…

Take a look at the above picture. What do you see? Lot’s of red? True. But I see a man who THOUGHT he’ll release the big game to the point of writing down actual spoilery development milestones on the yearly projects page. Includin the actual game name at the top. That’s how much I thought I’d be able to release the game in 2019. And here we are.

Plan A

The big game. Drawing all remaining inks. Painting all watercolors. Finishing puzzles, adding intro, outro, finishing the game. Testing. Creating three trailers: reveal, release and gameplay. Besides all that – the future is foggy.

Plan B

But not so foggy for me to not see that there are 10 Gnomes in Malmo and Where is 2021? on the horizon. Because they are. Gnomes being penultimate in the series, Santa not.

Plan C

Things that are uncertain and/or unlikely. Trying to publish Submachine Card Game. Still not sure what to do with this one. I’m torn between getting a publisher and releasing it myself. Maybe getting back to comics? But that’s a big question mark right here. We’ll see.

That’s all I’ve got for you this sunny morning of non-winter in Poland.

I’m going straight back to drawing board, got some more locations to draw for the big game.

Go away now.



Seaweed Inside


v2 [Jan 24th]:

v1 [Jan 13th]



Where is 2020 Top New on itch.io




Where is 2020?


download the game | watch the trailer | itch top new | cs

let’s plays: Kevx | Cryptic Hybrid | Drop Rate | Brain | Jar Red

Raap | Girbeagly | Pek | MuzzleF

speedruns: Mitchell | Ero



Gnome sighting in Paris


Looks like two got out after the game dropped. :D

Found by Luc Berthomieu



Gnome sighting in Prague


It can be found in the Prague Crossroads Havel memorial.

Prague Old Town, former church of St. Anne.

Created by Kurt Gebauer.

Found by Richard S.



Color testing – the Cave




Patreon Reward • Submachine Location




Patreon Reward • Daymare Town




Submachine Card Game • timestamps


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August 20th 2019
First sketches, basic design.

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August 21st 2019
First prototype deck. Played and tested.

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August 22nd 2019
Prototype 2 deck. Added 10 more cards. Played and tested.
Prototype 3 deck. Doubled two cards. Played and tested.

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August 23rd 2019
Prototype 4 deck (final). Added 4 new unique cards, deck is complete, game is done and fully playable.

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August 25th 2019
Announcement teaser.

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August 26th 2019
Game is revealed on social media.

~

Added navigation icons to the card design. This solves two problems at once. Vertical orientation and efficient card information when holding in hand.

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August 27th 2019
First room card prototype created in Adobe Flash.

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August 28th 2019
Full deck listing. Full deck in beta.

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August 29th 2019
First physical print of complete deck in beta (feature complete).

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August 31st 2019
Single player testing.

Results shared on social:
“Good news! Just tested my Submachine Card Game for single player mode and yes, you can totally play it by yourself.” [src]

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September 2nd, 2019
First draft of “instruction and game rules” is written down in polish language.

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September 7th, 2019
First card drafts with graphics taken from Submachine games.

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September 10th, 2019
Beta deck v2 with color graphics taken from Submachine games.

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September 13th, 2019
First print of the color beta deck. (Looks awesome). :D

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September 17th, 2019
three cards reprinted with changed colors, original prints had misprinted colors.

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November 4th 2019
Rebalancing the deck. After extensive testing I’m slightly altering the flow of the game. 5 cards taken out, other 5 duplicated. Deck is still at 100 total.

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November 6th 2019
Big change today. 17 out of 100 cards were altered. It’s the first “vertical” version.

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February 25th, 2020
New mechanic added (card switching) after play session with professional card players.
Updates to instructions, card descriptions and pictograms on cards.

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May 20th, 2020:
Unification of machine game mechanic (changed from 6 different cards to 2 cards tripled in the deck).

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August 3rd 2020:
Added more colors to room color pool (grey, blue), colors tweaked.
Changed colors of doors / ladders to steel grey.
August 6th 2020:
New version of the deck printed(ver 7.0)

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August 10th 2021 (yes, a year later) :D
discovered game breaking bug, 5 cards could hard lock the game (2x trashcan, 3x machine), immediately breaking it. As result: 8 cards removed from the deck (2x trashcan, 3x machine, 3x cog), and replaced by 8 other cards expanding the number of those cards in the deck (2x portal, 2x grating, 2x key, 2x lockpick)

~~

August 12th 2021
[lockpick] card changes it’s mechanic (opens all 3 instead of 2x)

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August 18th 2021
game start: each player get 9 cards instead of 7 (prolongs the game, prevents winning outright in third round).

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August 31st 2021
Created more unique closed door variants (34 cards instead of 18 x2)
Deck size stays the same (100 cards), but is more varied.

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March 5th 2024 (yes, 3 years later…)
Redesigned card back.

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May 10th 2024
Added new mechanic and new 4 cards (Note card). To keep the deck at 100 cards 4 cards were removed (2x switch on back wall and 2x ladder).

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May 20th 2024
Added more colors to room design (gray and dark blue-gray).
Added back black movement arrows on “new passage” cards (ommited in print from 2021).
New version of print files prepared for proofing.
Preparation of campaign page on Kickstarter.

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May 23rd 2024
Card reveal

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May 26th 2024
Pre-launch page on Kickstarter goes live.

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June 12th 2024
Launch date reveal.

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June 21st 2024, Friday.
Kickstarter campaign launch.
Funding goal reached after 2.5 hours.

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June 23rd 2024, Sunday.
All 500/500 early bird type rewards gone.

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June 26th, 2024, Wednesday.


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July 3rd 2024, Wednesday.
First stretch goal reached (700 backers).

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July 21st 2024, Sunday, 9 pm.
End of Kickstarter campaign.



~~
August 8th 2024, Thursday.
Fulfillment: All Steam keys for Submachine Legacy sent out to everyone who pledged with that add-on.
~~
September 22nd 2024, Sunday.
Game rulebook is complete in two languages: English and Polish.

~~
September 26th 2024, thursday:
Fulfillment: All prototype cards sent out, except for 3, which will be sent with watercolor paintings later on.
~~
October 9th 2024, wednesday:
Fulfillment: All proofing cards sent out, except for one (lack of address).
~~
October 15th 2024, tuesday:
Fulfillment: All ink drawings sent out.
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October 18th 2024, friday:
Game rulebook translations: all 6 translations that will be added to factory sealed first print are complete. These are: English, Polish, French, Spanish, German and Italian.
~~
November 23rd 2024, saturday:
Fulfillment: All watercolors painting has been sent out, except for one (still undecided what to paint).
~~
November 27th, 2024, wednesday:
Final production sample – straight from Shanghai to Gdansk. The complete game with it’s full packaging, including metal can, all rulebooks, outer shipping box. Checking for all smallest imperfections before greenlighting factory production of entire run. Example of such small change – the hologram on the metal can was upside down. :D

~~
February 24th 2025, monday:
Fulfillment of the final product begins. Card game is being sent out to all backers.

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March 12th, 2025, wednesday:
Thumpmonks release official soundtrack for the game to accompany and enhance atmosphere and immersion of gameplay.

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April 7th, 2025, monday:
Start of the card game being sold on my website.

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April 30th 2025, wednesday:
Sunsetting of kickstarter fulfillment. There are still  11 backers that haven’t sent me their home address and phone number, despite being asked to do so repeatedly via kickstarter updates, direct messages and emails. I will keep trying to contact these people occasionally to try to get their details and send them the game, but at this point 99% of fulfillment is done and the campaign is officially ending.

~~

Polska recenzja w Magazynie Plansza


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