@Spoony_Tech Hi! It's gonna be a big game. It's not just the overall quality we believe is on par with some first-party games. The length and content is as well. There's easily 20-30 hours of varied gameplay on your first playthrough
@rjejr We made SteamWorld Dig for 3DS first and then Wii U SteamWorld Heist is 3DS first (just like Dig). HD versions on Wii U and most other current-gen platforms will follow soon after.
@holygeez03 We actually HAVE made a SteamWorld Dig SMM level - it's called "SteamWorld Dig" (surprise) and you'll find it using the level ID D847-0000-0068-32CA. Have fun with it!
@Spoony_Tech We'll gladly slam in from the side again like we did with Dig. I think word of mouth will sure help, but also great review scores. Time will tell, like you said, and we can't wait. @holygeez03 That one's pretty easy to explain: we don't have one yet. You guys will be among the first to know. @daggdroppen Don't worry, we won't have spent two years on making a boring game. Since you're a fellow Swede, please drop by the office and see for yourself. We'll throw in a free cup of coffee, so you'll definitely get value for your €1. Toodles everyone!
@Savlep99 I played it and enjoyed it. The different paths were very varied. Sadly I didn't get to finish it, will have to give it another try later.
I really liked how you give the player new mushrooms every now and then. Many people chose not to, but I think in a level with this much enemies that's really the way to do it.
The hidden blocks were nicely prodded at with the coins, which made them possible to find (but not too obvious).
What I had most problems with was the ghost-bumpy-ride was a . It was a super fun idea but perhaps a little bit too hard. That was something new for me and I was not sure how the boos would control the flying machine. That combined with like 20 small boos chasing me it felt much more harder than what I had encountered earlier on the stage. Like a little too big step in difficulty. Or I just suck at flying with boos I killed all the small boos with the star but never managed to bump my way to the switch/door.
Overall you absolutely caught the things I enjoyed in the original ghost houses. Multiple doors for you to choose from. Some with exits in the air which makes them 1-way-exits. That's really nice. Also I might have much left, not sure. Because it's a ghost house ;D
Will try to get some more time for this after work (y)
@MinaSter53t While it was fun to play I consider it to be a bit too harsh against the player Not in just being difficult, thats ok to be. But the first flowers are deadly without the player having a chance at avoiding them. At least not in their first run. So they will probably instantly die, and then they will ask themself if it's worth another try.
And I think that even on hard levels you as a creator has to think "How can I make the player want to replay this level after they die?" I'ts really hard. I avoided that question and made my level super easy instead. But If you're to make a hard one I think it's a good idea to inform the player about the threats before they die.
The rest of the map had less surprise deaths and that was way more enjoyable for me. Perhaps a good idea to throw in a mushroom somewhat early?
@OorWullie Mawnsson here, but on validated account. Don't feel bad, you had valid points! And I take them into consideration until next time Played your level, it was daunting at first but I managed to find my way around after a while. Left comment in-game
But I have to admit I cheated on my first clear. I managed to grab the first mushroom while still crouching in the 1-block-tunnel, and then crawl my way back to break the brick.
Fun and challenging. Nice tease at the beginning with the yellow block. My favourite area of the level was the one where you had to follow the shell down the "maze" of yellow blocks rather quickly, because you can't break them yourself when you are small Mario.
@Freeon-Leon Hi, @mawnsson here, from official account. Got trouble posting from my own.
Played your level and left comment in-game Spent alot of deaths on exploring, not sure I found all secrets though. Will have to take another look on that one. I liked the slow and steady increase in difficulty that ended with some extra interesting enemies. Nice one
Hi everyone! Julius from Image & Form here. We just wanted to thank all of you for your fantastic support and kind words! It's what keeps us going at all times. You are awesome!
@JJtheTexan <3 Just about sums up what we've been up to the last few years! And before that we languished for years as a work-for-hire studio. Exciting times, indeed! Good luck with the challenge, everybody - some 180 suggestions in 4 hours!
@monte Yes, melee is already in place, pity we didn't show an example in the gameplay trailer. It's dangerous since you're more exposed, but… sooooo gratifying!
@6ch6ris6 Hi there, Brjann/I&F here. The real floors cannot be shot through - see the ricochets in the video - but the metal "floors" are actually metal rail walkways and as such not solid. Hope that makes sense!
So, our SteamWorld Dig almost becomes 3DS eShop GOTY - beaten by brilliant Harmoknight by two votes. Do you think we're dejected that the first effort on the 3DS from a small studio in rainy, windy Gothenburg, a game that has taken the Nintendo world entirely by surprise, doesn't win? Think again. We HAVE won, and you, the most marvelous community we will come across, made it happen. These are the greatest people on the planet: lead designer Olle Håkansson, art director Tobias Nilsson, project manager Marco Podda, programmers Ola Frid, Tobias Lilja, Sebastian Strand and Ulf Hartelius, artists Björn Håkansson, Peter Broqvist, Agnieszka Mikucka and Jakob Wahlberg. Stand up straight, guys and girl - it's a thunderous achievement.
@unrandomsam Both the 3DS and the Steam version has a frame rate of 60 fps. Should run smoothly! However, the game's pace is set by the player him- or herself - speedrunning, exploration or something in between is up to you. <3
@Kilroy A fabulous way of putting it. Getting your game onto Steam without the excruciating wait of the Greenlight process is reserved for exceptional games, and we can't afford to pass it up. It'll give us even better resources for the next games in the SteamWorld series. And we don't forget who carried us into the limelight.
This is what the current SteamWorld Dig Perfect Run Contest leader Matt Foley writes on our Facebook page: "Portable teleports certainly help ;D Also: delaying buying stuff until drill upgrades are available is a big boost, as well as not investing in the internal furnace upgrades or ladders/lanterns. I pretty much took my 36 minute run and tacked on an extra 40 minutes of collecting."
Now, a guy that can speedrun SWD in 36 minutes obviously has something else up his sleeve...
@LordGeovanni You should look up this guy Matt "Soup" Foley on the SteamWorld Dig page on Facebook (www.facebook.com/steamworlddig), he's the current leader - check with him if he'll share a tip or two! I doubt that we will create DLC for SteamWorld Dig, we have a hard time thinking up useful stuff. When we ever get around to making the SteamWorld Dig sequel, I'm sure we'll make it quite a bit longer.
@unrandomsam Hi there! The stats are showing on the bottom screen after the last cutscene, while "Altered Rusty" is running endlessly through the desert night on the top screen... Had we been less of a rookie dev we would have thought up a way for you to access the stats after this, but it's only displayed there until you click it away. But it should stay on the screen while he's running. Fun to read your comments, and happy that so many are like me - I also enjoy the exploration more than the speed! As for what the next SteamWorld game will entail... I guess we'll tell the winner of the contest first, won't we? ;D
@ted-k Thanks a lot! The next one won't be the same type of gameplay, but we'll make sure it's long enough - and hopefully we can have different difficulty settings through easy means as the one you're suggesting. Happy gaming!
@njechranjec Glad to hear you enjoyed it so much! We just love to hear stories like yours. Some people are hesitant, not knowing if the game is for them, and then they decide to try it out - and instantly fall in love! So in essence: everyone should try out SteamWorld Dig, because the game is for everyone.
@Paperluigi Well, wow...! We also tend to think it's very interesting, but then we are a bit biased. Hope to serve up more interesting games in the near future! Thanks for the love!
@strongest_link Yay! Glad you take it the right way - after I had clicked 'Submit' I thought "God, what a pompous answer!" But I really do appreciate people taking their time before buying games. If everyone did, mediocrity wouldn't prevail. Thanks for your kind words, hope to speak again on Twitter! (@imageform)
Thanks all! I pinch my arm from time to time to make sure all this response to and love for our little game is actually real. But I don't pinch very hard, because I wouldn't want to wake up if it's not. @strongest_link Thanks for your comment - this is what I like about you real gamers on a real platform: you take gaming seriously. You don't want shovelware and you have your preferences. Should you download SteamWorld Dig? If you like mining games, then this is for you. If you like platform games, ditto. Adventure games? Then get it. Puzzle elements? Go for it. Emergent gameplay? You should have it. In our trailer (we couldn't and still yet can't afford to set aside the time to make a demo) we call it "A first of its kind game". It sounds pompous, we know. But we think it is. If any of the above genres fits you, I think you should get SteamWorld Dig. And if you regret it afterwards, then tell us (@imageform on Twitter) and we'll figure something out. Or you could lend your unit to a friend who might like it. At the end of the day, you will have done the right thing: you or someone near you will have had a great game experience, and you will have carried us one more step on the road to making more of those. And they will be good. <3
Comments 127
Re: Interview: Image & Form Discusses SteamWorld Heist and Its Nintendo Direct Cameo
@Malanta Good to know! Have a great day
Re: Interview: Image & Form Discusses SteamWorld Heist and Its Nintendo Direct Cameo
@Malanta No plans at the moment. But we'd love to if we get the chance
Re: Interview: Image & Form Discusses SteamWorld Heist and Its Nintendo Direct Cameo
@Spoony_Tech I understand Thanks for caring!
Re: Interview: Image & Form Discusses SteamWorld Heist and Its Nintendo Direct Cameo
@Haiassai The soundtrack is composed by Steam Powered Giraffe with additional background tunes by other artists
Re: Interview: Image & Form Discusses SteamWorld Heist and Its Nintendo Direct Cameo
@Ryu_Niiyama OK! It's quite a long game, 20 to 30 hours!
Re: Interview: Image & Form Discusses SteamWorld Heist and Its Nintendo Direct Cameo
@Nintendian We hear you
Re: Interview: Image & Form Discusses SteamWorld Heist and Its Nintendo Direct Cameo
@Spoony_Tech Hi! It's gonna be a big game. It's not just the overall quality we believe is on par with some first-party games. The length and content is as well. There's easily 20-30 hours of varied gameplay on your first playthrough
Price will be announced soon!
Re: Interview: Image & Form Discusses SteamWorld Heist and Its Nintendo Direct Cameo
@RJBurgess You rule! Thank you
Re: Interview: Image & Form Discusses SteamWorld Heist and Its Nintendo Direct Cameo
@Ryu_Niiyama It's probably gonna be some time between the versions, but you decide Thanks for the love!
Re: Interview: Image & Form Discusses SteamWorld Heist and Its Nintendo Direct Cameo
@rjejr We made SteamWorld Dig for 3DS first and then Wii U SteamWorld Heist is 3DS first (just like Dig). HD versions on Wii U and most other current-gen platforms will follow soon after.
Re: New Screens are Unveiled for SteamWorld Heist as It Nears Release
@sWiTcHeRoO Yes it is 3DS, 3DS XL, 2DS, New 3DS and New 3DS XL
Re: New Screens are Unveiled for SteamWorld Heist as It Nears Release
@holygeez03 Adding support for the C-stick was a fast process We're just making sure to polish the game as much as possible!
Re: Hands On: Reaching the Depths of Space in SteamWorld Heist
@holygeez03 We actually HAVE made a SteamWorld Dig SMM level - it's called "SteamWorld Dig" (surprise) and you'll find it using the level ID D847-0000-0068-32CA. Have fun with it!
Re: Hands On: Reaching the Depths of Space in SteamWorld Heist
@Spoony_Tech We'll gladly slam in from the side again like we did with Dig. I think word of mouth will sure help, but also great review scores. Time will tell, like you said, and we can't wait.
@holygeez03 That one's pretty easy to explain: we don't have one yet. You guys will be among the first to know.
@daggdroppen Don't worry, we won't have spent two years on making a boring game. Since you're a fellow Swede, please drop by the office and see for yourself. We'll throw in a free cup of coffee, so you'll definitely get value for your €1.
Toodles everyone!
Re: Super Nindie Maker: Image & Form's Ghostly Mushroom
@Savlep99
I played it and enjoyed it. The different paths were very varied. Sadly I didn't get to finish it, will have to give it another try later.
I really liked how you give the player new mushrooms every now and then. Many people chose not to, but I think in a level with this much enemies that's really the way to do it.
The hidden blocks were nicely prodded at with the coins, which made them possible to find (but not too obvious).
What I had most problems with was the ghost-bumpy-ride was a . It was a super fun idea but perhaps a little bit too hard. That was something new for me and I was not sure how the boos would control the flying machine. That combined with like 20 small boos chasing me it felt much more harder than what I had encountered earlier on the stage. Like a little too big step in difficulty. Or I just suck at flying with boos I killed all the small boos with the star but never managed to bump my way to the switch/door.
Overall you absolutely caught the things I enjoyed in the original ghost houses. Multiple doors for you to choose from. Some with exits in the air which makes them 1-way-exits. That's really nice. Also I might have much left, not sure. Because it's a ghost house ;D
Will try to get some more time for this after work (y)
Re: Super Nindie Maker: Image & Form's Ghostly Mushroom
@MinaSter53t
While it was fun to play I consider it to be a bit too harsh against the player
Not in just being difficult, thats ok to be. But the first flowers are deadly without the player having a chance at avoiding them. At least not in their first run. So they will probably instantly die, and then they will ask themself if it's worth another try.
And I think that even on hard levels you as a creator has to think "How can I make the player want to replay this level after they die?"
I'ts really hard. I avoided that question and made my level super easy instead. But If you're to make a hard one I think it's a good idea to inform the player about the threats before they die.
The rest of the map had less surprise deaths and that was way more enjoyable for me. Perhaps a good idea to throw in a mushroom somewhat early?
Just my thoughts, do what you want with them ;P
Re: Super Nindie Maker: Image & Form's Ghostly Mushroom
@OorWullie
Mawnsson here, but on validated account.
Don't feel bad, you had valid points! And I take them into consideration until next time
Played your level, it was daunting at first but I managed to find my way around after a while. Left comment in-game
But I have to admit I cheated on my first clear. I managed to grab the first mushroom while still crouching in the 1-block-tunnel, and then crawl my way back to break the brick.
Fun and challenging. Nice tease at the beginning with the yellow block. My favourite area of the level was the one where you had to follow the shell down the "maze" of yellow blocks rather quickly, because you can't break them yourself when you are small Mario.
Re: Super Nindie Maker: Image & Form's Ghostly Mushroom
@Freeon-Leon
Hi, @mawnsson here, from official account. Got trouble posting from my own.
Played your level and left comment in-game
Spent alot of deaths on exploring, not sure I found all secrets though. Will have to take another look on that one. I liked the slow and steady increase in difficulty that ended with some extra interesting enemies. Nice one
Re: Image & Form Explains the SteamWorld Timeline in Its First 'Engine Room' Video
@ULTRA-64 Haha! That's perhaps not what it means... but we'll love you forever for engaging, of course.
Re: Image & Form Explains the SteamWorld Timeline in Its First 'Engine Room' Video
@Moon @Ultra-64 Cool idea! We'll see what the future holds
Re: Image & Form Explains the SteamWorld Timeline in Its First 'Engine Room' Video
@Calllack Separated at birth, most likely
Re: Image & Form Explains the SteamWorld Timeline in Its First 'Engine Room' Video
@Spoony_Tech You rock! The game is on schedule and we'll let you know as soon as we have a solid release date
Re: You Can Be Sort-Of Famous and Create SteamWorld Heist's Tagline
Thanks for the entries, all of you! Make sure to go to imageform.se/blog and put them up there - that's where the competition's at.
Re: Feature: The Biggest 3DS eShop Games of 2015 - Summer Edition
Thanks so much for the incredible support, Nintendo Life community!
Re: Interview: Image & Form Discusses SteamWorld Heist And Why It'll Be on 3DS First
Hi everyone! Julius from Image & Form here. We just wanted to thank all of you for your fantastic support and kind words! It's what keeps us going at all times. You are awesome!
Re: Come Up With Witty One-Liners to Become a SteamWorld Heist Ambassador
@khululy Neat!
Re: Come Up With Witty One-Liners to Become a SteamWorld Heist Ambassador
@khululy Did you leave them at the blog, too?
Re: Come Up With Witty One-Liners to Become a SteamWorld Heist Ambassador
@Pod Thanks for the love
Re: It's Hats Off to the Latest SteamWorld Heist Ambassador Challenge
@headfirstslide It's all about the concept and not the quality of the drawing So don't worry about that too much!
Re: It's Hats Off to the Latest SteamWorld Heist Ambassador Challenge
@RainbowGazelle Can't wait to see what you come up with!
Re: Image & Form Announces 'SteamWorld Ambassador' Challenges
@JJtheTexan <3 Just about sums up what we've been up to the last few years! And before that we languished for years as a work-for-hire studio. Exciting times, indeed! Good luck with the challenge, everybody - some 180 suggestions in 4 hours!
Re: Video: Extended SteamWorld Heist Gameplay Trailer Shows Off Latest Build
@monte Yes, melee is already in place, pity we didn't show an example in the gameplay trailer. It's dangerous since you're more exposed, but… sooooo gratifying!
Re: Video: Extended SteamWorld Heist Gameplay Trailer Shows Off Latest Build
@6ch6ris6 Hi there, Brjann/I&F here. The real floors cannot be shot through - see the ricochets in the video - but the metal "floors" are actually metal rail walkways and as such not solid. Hope that makes sense!
Re: Interview: We Loot Image & Form For Insight Into SteamWorld Heist
@JJtheTexan We'll see what we can come up with! Perhaps not for a single game, but perhaps a collectors' edition down the line? No promises. /Brjann
Re: Game of the Year: Nintendo Life's Staff Awards 2013
So, our SteamWorld Dig almost becomes 3DS eShop GOTY - beaten by brilliant Harmoknight by two votes. Do you think we're dejected that the first effort on the 3DS from a small studio in rainy, windy Gothenburg, a game that has taken the Nintendo world entirely by surprise, doesn't win? Think again. We HAVE won, and you, the most marvelous community we will come across, made it happen.
These are the greatest people on the planet: lead designer Olle Håkansson, art director Tobias Nilsson, project manager Marco Podda, programmers Ola Frid, Tobias Lilja, Sebastian Strand and Ulf Hartelius, artists Björn Håkansson, Peter Broqvist, Agnieszka Mikucka and Jakob Wahlberg. Stand up straight, guys and girl - it's a thunderous achievement.
Re: Feature: A Year in Development - Image & Form
@Paperluigi I guess we'll have to turn it into a Reddit or Miiverse storm: "SWD to the people - NOW!" ;D
Re: Feature: A Year in Development - Image & Form
@unrandomsam Both the 3DS and the Steam version has a frame rate of 60 fps. Should run smoothly! However, the game's pace is set by the player him- or herself - speedrunning, exploration or something in between is up to you. <3
Re: Feature: A Year in Development - Image & Form
@jdarrell Yup - that's it! imagine what the gaming industry is in for 2014! ;D
Re: SteamWorld Dig Coming to PC, But Follow-Up Will Still Arrive "Day One" on 3DS
@Kilroy A fabulous way of putting it. Getting your game onto Steam without the excruciating wait of the Greenlight process is reserved for exceptional games, and we can't afford to pass it up. It'll give us even better resources for the next games in the SteamWorld series. And we don't forget who carried us into the limelight.
Re: SteamWorld Dig Creators to Make "Huge Announcement" Tomorrow
@Swiket You summoned us, O Master...? Ask whatever within 3 minutes, and ye shall receive.
Re: Are You Fast Enough to Enter the SteamWorld Dig Perfect Run Contest?
This is what the current SteamWorld Dig Perfect Run Contest leader Matt Foley writes on our Facebook page:
"Portable teleports certainly help ;D Also: delaying buying stuff until drill upgrades are available is a big boost, as well as not investing in the internal furnace upgrades or ladders/lanterns. I pretty much took my 36 minute run and tacked on an extra 40 minutes of collecting."
Now, a guy that can speedrun SWD in 36 minutes obviously has something else up his sleeve...
Re: Are You Fast Enough to Enter the SteamWorld Dig Perfect Run Contest?
@LordGeovanni You should look up this guy Matt "Soup" Foley on the SteamWorld Dig page on Facebook (www.facebook.com/steamworlddig), he's the current leader - check with him if he'll share a tip or two! I doubt that we will create DLC for SteamWorld Dig, we have a hard time thinking up useful stuff. When we ever get around to making the SteamWorld Dig sequel, I'm sure we'll make it quite a bit longer.
Re: Are You Fast Enough to Enter the SteamWorld Dig Perfect Run Contest?
@unrandomsam Hi there! The stats are showing on the bottom screen after the last cutscene, while "Altered Rusty" is running endlessly through the desert night on the top screen... Had we been less of a rookie dev we would have thought up a way for you to access the stats after this, but it's only displayed there until you click it away. But it should stay on the screen while he's running. Fun to read your comments, and happy that so many are like me - I also enjoy the exploration more than the speed! As for what the next SteamWorld game will entail... I guess we'll tell the winner of the contest first, won't we? ;D
Re: SteamWorld Dig
@ted-k Thanks a lot! The next one won't be the same type of gameplay, but we'll make sure it's long enough - and hopefully we can have different difficulty settings through easy means as the one you're suggesting. Happy gaming!
Re: SteamWorld Dig
@Playan Hahaha! I KNEW you'd think that! ;D
Re: SteamWorld Dig
@Playan Thanks! I'm sure we'll "lösa det" in the next game - it'll be way too long instead. ;D
Re: Review: SteamWorld Dig (3DS eShop)
@njechranjec Glad to hear you enjoyed it so much! We just love to hear stories like yours. Some people are hesitant, not knowing if the game is for them, and then they decide to try it out - and instantly fall in love! So in essence: everyone should try out SteamWorld Dig, because the game is for everyone.
Re: Interview: Image & Form CEO Brjann Sigurgeirsson Talks SteamWorld Dig And Working On The eShop
@Paperluigi Well, wow...! We also tend to think it's very interesting, but then we are a bit biased. Hope to serve up more interesting games in the near future! Thanks for the love!
Re: Interview: Image & Form CEO Brjann Sigurgeirsson Talks SteamWorld Dig And Working On The eShop
@strongest_link Yay! Glad you take it the right way - after I had clicked 'Submit' I thought "God, what a pompous answer!" But I really do appreciate people taking their time before buying games. If everyone did, mediocrity wouldn't prevail. Thanks for your kind words, hope to speak again on Twitter! (@imageform)
Re: Interview: Image & Form CEO Brjann Sigurgeirsson Talks SteamWorld Dig And Working On The eShop
Thanks all! I pinch my arm from time to time to make sure all this response to and love for our little game is actually real. But I don't pinch very hard, because I wouldn't want to wake up if it's not.
@strongest_link Thanks for your comment - this is what I like about you real gamers on a real platform: you take gaming seriously. You don't want shovelware and you have your preferences. Should you download SteamWorld Dig? If you like mining games, then this is for you. If you like platform games, ditto. Adventure games? Then get it. Puzzle elements? Go for it. Emergent gameplay? You should have it.
In our trailer (we couldn't and still yet can't afford to set aside the time to make a demo) we call it "A first of its kind game". It sounds pompous, we know. But we think it is. If any of the above genres fits you, I think you should get SteamWorld Dig. And if you regret it afterwards, then tell us (@imageform on Twitter) and we'll figure something out. Or you could lend your unit to a friend who might like it. At the end of the day, you will have done the right thing: you or someone near you will have had a great game experience, and you will have carried us one more step on the road to making more of those. And they will be good. <3