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Report: Longtime Valve writer Erik Wolpaw leaves company

Gamasutra - February 17, 2017 4856

Erik Wolpaw, best known as one of the more prominent writers at Half-Life and Steam house Valve Software, is leaving the company. ...


Longtime Valve writer Erik Wolpaw leaves company

Gamasutra - February 17, 2017 4856

Erik Wolpaw, best known as one of the more prominent writers at Half-Life and Steam house Valve Software, is leaving the company. ...


Road to the IGF: The Molasses Flood's The Flame in the Flood

Gamasutra - February 17, 2017 4842

The Flame in the Flood takes players on a river raft journey across the backwaters of a post-societal USA, tasking them with surviving the wildlife, natural disasters, and rapids of their journey. ...


Coming to GDC 2017? Play these charming indie games at the Mild Rumpus!

Gamasutra - February 15, 2017 4741

Warm and welcoming indie game collective Wild Rumpus returns to GDC 2017 with games like Burly Men At Sea, One Way Trip, Sacramento and more! ...


Blog: Making an indie game about indie game making

Gamasutra - February 15, 2017 4726

A solo developer's struggle with creativity, depression, and finding a unique voice. ...


20 talks Gamasutra wants to see at GDC 2017, from sex scenes to grouchy fish

Gamasutra - February 14, 2017 4683

Gamasutra writers recently put our heads together and picked some of our most-anticipated GDC sessions, with topics ranging from designing sex scenes in games to math(s) to...a grouchy fish who lived on the Dreamcast. ...


Humble matching up to $300k of sales for bundle benefiting ACLU

Gamasutra - February 13, 2017 4635

Beyond just donating 100 percent of this latest bundle's sales to charity, Humble Bundle has announced that the company will match and donate up to $300k to support the ACLU, the IRC, and MSF. ...


Blog: Two years of roguelike development FAQs

Gamasutra - February 10, 2017 4481

An introduction to two full years of an ongoing discussion series aimed at sharing a multifaceted look at the numerous topics behind traditional roguelike code, design, and more. ...


Humble Bundle is branching into multiplatform game publishing

Gamasutra - February 09, 2017 4415

Humble Bundle has kicked off a publishing and funding initiative that will see the company supporting the release of games for PC, console, and mobile platforms. ...


Blog: XCOM 2 and the cost of an illusion

Gamasutra - February 07, 2017 4292

"I was falling in love with XCOM 2 all over again, but it didn't take long before I was reminded why I fell out of love with it in the first place." ...


Don't Miss: David Cage on the successes and failures of Indigo Prophecy

Gamasutra - February 06, 2017 4251

In this classic 2006 postmortem, veteran video game designer David Cage explores what story elements, mechanics, and features did and didn't work in his 2005 interactive drama, Indigo Prophecy. ...


Devolver offers demo space near GDC to devs blocked by U.S. travel ban

Gamasutra - February 02, 2017 4039

The publisher has set aside room and hardware (PCs and Vive headsets) in its demo space near GDC later this month to showcase games from devs affected by the White House's recent travel ban. ...


Blog: A deep dive into the data of 2016's video game Kickstarters

Gamasutra - February 02, 2017 4026

ICO Partners founder Thomas Bidaux puts forward a detailed analysis of the games that hit Kickstarter in 2016. ...


Blog: How we priced our roguelike, Cogmind

Gamasutra - February 01, 2017 3971

Explaining how Cogmind's price points were determined, the effects of tiered pricing and price changes, and what funding can do for roguelikes. ...


Valve to start blocking accounts that gamble Team Fortress 2 gear

Gamasutra - January 30, 2017 3862

Valve is taking action against Steam accounts that trade or are involved with sites that wager Team Fortress 2 items in lieu of casino chips. ...


Video Game Deep Cuts: The Neo Geo Yakuza

Gamasutra - January 29, 2017 3826

The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at Neo Geo collecting insanity, Yakuza translations, and more. ...


Blog: Creating psychedelic meditative action at Global Game Jam 2017

Gamasutra - January 26, 2017 3636

In just two days our Global Game Jam team created what I consider a super balanced combination of trippy art game and mechanical action. Here's a detailed dev log showing how we did it. ...


Gearbox's Randy Pitchford explains how failure can drive success

Gamasutra - January 25, 2017 3592

'If I'm not failing, then I'm probably not trying things that are hard,' said Gearbox CEO Randy Pitchford as he dissected his own development triumphs and failures in an interview with Glixel. ...


Chucklefish's Starbound surpasses 2.5 million copies sold

Gamasutra - January 23, 2017 3488

The folks at Chucklefish Games announced today that less than a year after its 1.0 debut, their procedurally-generated 2D game Starbound has sold over two and a half million copies. ...


Road to the IGF 2017: Get to know the finalists and their games!

Gamasutra - January 23, 2017 3477

Our annual series of Road to the IGF Q& As is back to introduce you to the finalists of the Independent Games Festival and their games, from Heart Machine's Hyper Light Drifter to Ocelot Society's Event[0]. ...


Go behind the scenes of Hyper Light Drifter's development at GDC 2017!

Gamasutra - January 20, 2017 3311

At GDC 2017 Hyper Light Drifter devs Alex Preston and Teddy Diefenbach will take you deep behind the journey of creating their indie success, from the design to the nitty-gritty business end. ...


Join us for a live quest design session with RPG dev Tanya Short at 3PM EST

Gamasutra - January 20, 2017 3310

We'll be streaming some live game design from the Gamasutra Twitch channel today at 3PM EST. ...


William Pugh's journey from The Stanley Parable into Crows Crows Crows

Gamasutra - January 19, 2017 3234

William Pugh of Crows Crows Crows talks about life afterThe Stanley Parable, establishing himself separate of Davey Wreden, and building a wave of good will that he hopes to translate into success. ...

Gabe Newell's game design advice: 'Get into an iteration cycle'

Gamasutra - January 17, 2017 3161

"It's the iteration of hypothesis, changes, and measurement that will make you better at a faster rate than anything else we have seen," Valve's chief advised during an "AmA" session on Reddit today. ...


Blog: Simple mechanics, complex puzzle creation - Part 4

Gamasutra - January 13, 2017 2924

Wrapping up our series investigating interesting level characteristics, we finally answer our original question: Can computer-aided puzzle design help us create fair, fun and interesting challenges? ...