Last month we put out the call for guest illustrators to collaborate on #100exocards – one hundred cards by one hundred illustrators in their own styles. We received almost 300 applications, and had a very tough time selecting artists.
We tried to choose a variety of different art styles and diverse artist backgrounds. The artists have been sharing sketches on a private channel of our Discord server, and with the deadline approaching next week, the finished art is starting to roll in.
Here are the first ten cards!
First round of guest illustrated cards – credits below.
They are amazing! I’m already blown away by the art people are sending in. It’s so soul-stirring to see scenes and characters from the game reinterpreted through their eyes. We’ve been working on this game for over 4 years and it’s finally starting to feel real with these.
And there’s more to come – we’ll be posting 10 a week here for the next couple months and sharing on social media with the hashtag #100exocards.
The Exocolonist demo is available all this week until August 30th! Play it here on Steam.
The card battling system in I Was a Teenage Exocolonist is like a combination of Yahtzee and Magic the Gathering. Or… poker with card abilities!
Organize cards to make highest value hand
There are hundreds of cards (which we also call memories), and we need your help to make them look cool! This month we’re looking for 100 artists to draw card art for the game. Details here:
We’re looking for all styles of painting and drawing, and we’d especially love to hear from students, marginalized folks and people outside North America.
Our team artists bkomei and Eduardo Vargas have illustrated a bunch of cards already:
Every card is a memory of something you’ve done in the game, and together your collective experiences are used for everything from fighting monsters to making new friends.
You play a quick one-hand card challenge every month to determine how well you worked or concentrated in school, and longer multi-round challenges to determine the outcome of strife during story events.
If your application is selected, we’ll let you know soon where you can pick your card and get started. Artwork will be due on September 30th. Our budget is $150 usd per piece, which I know might be a lot to some and not much to others.
Character reference art for the player character, Sol.
Stay tuned to see the results as they come in! (I’m so excited!!) Oh and while you’re waiting, a new Exocolonist demo is available on Steam all this week during Gamescom, ending August 30th!
The Strato kids learn about Earth holidays, by @bkomei
We’re starting to finish up the art for I Was a Teenage Exocolonist, but still have manymany months to go with the writing, card game design, audio, balancing, polish and testing. My TODO list is finally shrinking faster than it is growing! And thanks to Finji taking over some of our social media and bizdev duties, you may hear less from me personally, but it means I can put my head down and focus on the game.
This year has been a serious effing challenge for me, to put it lightly. But my loved ones are healthy and I’ve had so much extra time to put into Exocolonist. I have a lot to be thankful for in 2020.
The Exocolonist team and I are incredibly stoked by our partnership with Bekah, Adam, and the rest of the Finji team. I’ve known them for many years and can’t emphasize enough how much respect I have for Finji as publishers, designers, and leaders in our industry.
Northway Games has always self-published until now, but I Was a Teenage Exocolonist is our biggest game yet, and merits this opportunity to reach a wider audience with Finji leading the way.
Bounce Weasel (an actual creature in our game now, based on the Finji mascot) by @neomeruru
To celebrate, the Exocolonist 2020 demo is live again this week on Steam. Try it out and wishlist the game here.
More changes are coming! We’re moving the Exocolonist Discord server to a channel on the official Finji Discord server (join us there!). And we have a new official @Exocolonist Twitter account for you to follow, run by our new community manager @HarrisFoster and the other good folks at @FinjiCo.
We’ll still be posting major updates here, but for more up to date goings-on, keep an eye on those and the other Finji channels!
Adobe has announced they’ll stop updating the Flash player on December 31, 2020. At that time, the original Fantastic Contraption will cease to be playable in most browsers. We’ve got new projectson the go but didn’t want to let our very first game disappear when Flash does, so I’ve ported it to desktop PC as:
Yes, it’s a classic. 14 million players, 13 million shared contraptions and 70 thousand user-created levels over the last 12 years. It’s been used in schools and has inspired folks to become engineers and game developers. After its initial release in 2008, there was a mobile version (retired), a sequel, a spinoff (unreleased), a spiritual successor (also unreleased), another spiritual successor (Incredipede), and a 2016 VR evolution.
The desktop version includes FC2!
The game’s lesser-known Flash sequel was made in partnership with InXile Entertainment’s Flash wing Sparkworkz. You can still play a free version of it on Kongregate.com, though the online features are long since broken.
It features magnets, moving levels and challenge modes like green (no powered wheels) and clean (all pieces must end off the screen). It’s included as a bonus with Fantastic Contraption classic!
When I started the PC port, I was surprised to find the Fantastic Contraption community still active despite our near-total neglect.
The new discord server is hopping with friends sharing custom levels, organizing challenges, and modding the game. Their enthusiasm turned what was going to be a quick and dirty job into a more caring update, as they helped me add some new features and fix things that had been broken for a long time.
I’m thankful solutions are ranked since there were a million to choose from for this trailer.
Flash had a big impact on our lives and on the game industry, and though it’s been effectively dead for years, it’s still sad to see it officially go. Check out this excellent visual article by Jonas Richner for more about this important medium.