AI agents ran our marketing. Here's what happened.
We shipped Interstellar Sentinel with three people, no marketing hire, and AI agents doing the heavy lifting. Here's what actually worked.
Art, lore, and behind-the-scenes from the studio behind Interstellar Sentinel.
We shipped Interstellar Sentinel with three people, no marketing hire, and AI agents doing the heavy lifting. Here's what actually worked.
This is the largest image in the *Interstellar Sentinel* art book. 7192×5392 pixels. 38 megapixels. Not cropped. We're leading with it because if you've ever looked at this game and thought "there's s
Randomness is one of those tools that sounds great until you start thinking carefully about what your game is actually asking players to do.
Last post I talked about the spectrum of randomness and why touching your core loop is almost always the wrong move. Today I want to get specific about an example that goes the other direction — a mas
The Interstellar Sentinel 2 demo is out. You can play it right now on Steam: [https://store.steampowered.com/app/3486180/Interstellar_Sentinel_2/](https://store.steampowered.com/app/3486180/Interstell
This is the fourth post in a series about randomness and skill in game design. If you have been following along, you know where I am coming from. If this is your first stop, here is the short version:
The last four posts were mostly about the player side of the equation: your weapon system, your skill stack, what you are asking players to practice. Today I want to flip it around and talk about the
There is a genre conversation happening right now that I think about a lot. It goes something like this: "The roguelite format is proven. It drives engagement. Players keep coming back. Why not make y
Here is something that has always fascinated me about shmup discourse: the gap between what players believe about a pattern and what the pattern actually is.
Eight posts in. I have been covering a lot of ground and I want to pull it together into something practical.