Category: Development

  • 100 Artists needed for Exo card illustrations!

    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!

    Exocolonist card challenge
    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:

    >> Apply to be an Exocolonist artist! <<

    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:

    Starting cards by Mei
    Basic starting cards by Mei

    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.

    Ed's Equipment
    Ed‘s equipment cards

    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.

    So if you know an artist who you think would want to be involved, please spread the word and apply here!

    Sol Reference Art
    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!

    – Sarah

  • The Skillful Exocolonist

    Like any good life sim, Exocolonist has a variety of life skills. They affect which options you can choose during events, and how hard battles of that type will be.

    Primary Skills

    Skills are organized into social, mental, and physical suits, which matter mainly for card battles.

    It was hard to narrow it down to only 12, so some are a bit overloaded – most knowledge is shoehorned into Engineering (the dry sciences) or Biology (the wet ones), while social sciences, arts and humanities are absorbed into your Creativity skill.

    With survival on the line, some skills will come up more than others, like your ability to recognize and and interact with alien species (Animals skill).


    SkillSuitWazzit for
    EmpathySocialUnderstanding other people
    PersuasionSocialCharisma to command people and speak in public
    CreativitySocialArtistic ability and capacity for novel ideas
    BraverySocialFor both social and dangerous situations
    ReasoningMentalProblem solving and general knowledge
    OrganizationMentalDedication to neatness, management
    EngineeringMentalStudy of machines, physics, math, and programming
    BiologyMentalStudy of plants, chemistry, and the human body
    ToughnessPhysicalPhysical strength and stamina
    PerceptionPhysicalAbility to find things and sneak past things
    CombatPhysicalTactics and weapons
    AnimalsPhysicalFamiliarity with xenofauna, hunting, ranching

    Battles and Perks

    Battles can challenge any skill, and are played out the same way whether your Combat skill is being tested (eg during sparring practice) or your Engineering skill (eg fixing a robot or taking a math test). Yes, you can even have an Empathy battle! More on battles later…

    Once a skill reaches 30%, 60%, or 100%, it will unlock perks which grant permanent effects. Creativity unlocks crafting recipes, Organization lets you equip more gear, Perception makes collectible resources easier to find. Some unlock new career choices, shop items or give you a boost in battles.

    I’m still ironing the perks out but they’re going to be cool and help make every playthrough different.

    Kudos, Happiness and Rebellion

    Three skills are different:

    Kudos is the game’s currency – a virtual coin used mainly to reward children. For the most part the colonists don’t use money and instead share resources according to need (yeah… they’re Space Commies). But when someone goes the extra mile, or your kid finally cleans up their bedroom without having to be asked, it’s customary to say thanks with a few kudos. They can be spent in the supply depot on small luxuries like candy and fancy clothes.

    Stress increases when you work, battle, explore, do just about anything. Too much and your performance suffers. It can be reduced by spending time relaxing.

    Rebellion and Loyalty are at opposite ends of the same dial. It starts in the middle, and is affected by how you deal with authority. Neither rebellion or loyalty is inherently good or bad, but if the dial swings far to one side or the other it will close some event options and special endings and open others.

    Colony Stats

    The colony itself has hidden stats like Food, Defense, and Morale. These are directly affected by your actions – every time you forage for a new edible plant, or help repair an automated turret, or perform a particularly beautiful song on your photophonor. But you’re just one child and I don’t want to overstate your importance, so they’ll either be tucked away or hidden completely.

    Although your actions may affect whether your colony survives, thrives, or fails, Exocolonist isn’t a colony simulator so much as an RPG. You’ll have your hands full managing one teenager’s skills, equipment, and future.

  • Sol was a Teenage Exocolonist

    Sol was a Teenage Exocolonist

    Sol, aged 17-19

    Sol – full name Solanaceae – is the default name of your character in I Was a Teenage Exocolonist.

    Your parents are farmers, and they named you after their favorite taxonomic family, the nightshades, which contains potatoes, tomatoes, peppers, eggplants, and tobacco.

    Flulu and Geranium, your parents

    You are your father’s Little Tomatillo, his Brave Gooseberry, his Spunky Petunia, and his Busy Aubergine. Your dad’s a sweetheart… but a little embarrassing.

    Your mom’s the realist of the family, always trying to get you to work hard and toughen up. You may butt heads with her, but it’s usually for your own good. It’s your choice whether you take her advice, or roll your eyes and fidget like a proper teenager.

    Sol, age 14-16

    Exocolonist starts with a short character generation which takes place during the first ten years of your life on the colony ship Stratospheric before it lands. You choose your name, your gender (two sliders for appearance and pronouns) and a genetic modification.

    Before the colonists left Earth, they “acquired” valuable gene editing tech to give themselves an edge on their new planet. All the colony children have one augmentation. You can pick:

    PerkSkillEffect
    Extra fingerscreativity + 10Increase Creativity and Organization faster
    Eagle eyesperception + 10Increase Perception faster, events while exploring
    Absorbent brainreasoning + 10Increase Reasoning, Biology, Physics faster
    Super strengthcombat + 10Increase Toughness and Combat faster
    Calm temperamentempathy + 1025% less Stress
    Nothing at allkudos + 3025% more Kudos because you tried your best

    Through a series of other choices you pick your childhood best friend, starting skills, and early childhood memories. These memories take the form of cards.

    A child’s first memories (temporary art)

    More about these cards and Sol’s list of skills in future posts!

  • Inspirations for Exocolonist

    It’s been a year since I announced I’m working on I Was a Teenage Exocolonist, and may be another year yet before you can play it. But it’s about time I tell you a little more about it… starting with what inspired me to make it in the first place.

    Let me tell you about my favorite Japanese game series, Princess Maker:

    Princess maker 1
    Princess maker, Gainax, 1991

    I’ve gushed about these games before. I admit it – I’m obsessed with them.

    You play the adopted parent of a girl who could grow up to be anything – not just a princess, though that’s a traditional goal. You manage her time, scheduling her school or work or leisure activities every month.

    Babysitting in PM2

    Babysitting in PM2
    Babysitting and magic training in Princess Maker 2

    It’s a life sim game, and though it seems like every franchise from Assassin’s Creed to GTA is part life simulator now, there’s something especially charming to raising a character with skills like Temperament and Decorum and Housework, who might never touch a weapon or have an adventure in her life and might grow up to be a farmer or an innkeeper.

    And that’s just fine.

    Princess Maker 3
    Princess Maker 3 endings

    Yeah… your little girl could also become a sexy sorceress or a prostitute. Or marry you, her own father. Titillating! Sexist!! But in other ways open minded, empowering, and empathetic, especially in the later games in the series.

    I used fan patches and clumsy auto-translation software to play the Princess Maker games (which are now on Steam, although the official translations aren’t great). I ate up games inspired by them like Cute Knight and Long Live the Queen from the distinguished Georgina Bensley (Hanako Games).

    Emotions matter in Long Live the Queen
    Emotions are key in Long Live the Queen by Hanako Games

    There’s been a spate of magical-boarding-school inspired ones, including Magical Diary (also Hanako – with a sequel coming soon), Academagia, and Littlewitch Romanesque, which are interesting because I prototyped something similar myself in 2008 (then made Rebuild 1 instead).

    More recently I’ve been playing the painfully true-to-life Chinese Parents which adds a factor of emotional abuse the child must endure as they study for exams.

    Thanks for the vote of confidence, Dad
    Thanks for the vote of confidence, Dad…
    Not you too Mom!
    Not you too Mom!

    What I love about these games isn’t the fantasy of actually being a parent (no thanks!). It’s the idea of living a life in a small span of time, and seeing how it turns out, then doing it again.

    I can trace my love of life sims back further, past The Sims and the Creatures games and the original Tamagotchi, to a funny Sierra game called Jones in the Fast Lane from the early 90s. It was loosely based on board games like the Game of Life: you go to school, get a job, eat fast food and try to acquire stuff in the cynical modern world. The CD version had hilarious voice acting from the Sierra staff that is forever ingrained in my head.

    Jones in the Fast lane, Sierra, 1990

    I Was a Teenage Exocolonist has its roots in simulated life games like these. It has other elements too: visual novel, collectible card game… but in the Exocolonist code the main character class file is named ‘Princess.cs’ as a nod to Princess Maker and these other games.

  • What the heck have we been working on?

    It’s waaaay past time for an update. Here’s what Colin and I (Sarah) got up to for the past 2 years. With the power of source control, I can look into the past and see exactly when everything happened!

    October 2016: I created a new repo for a project called “There”. Colin was fascinated by the incredible art and experiences people were creating in VR, and wanted a central place where people could go to enjoy it. It was initially going to be a monthly bundle of VR toys and interactive art connected through a free multiplayer lobby. Over time the lobby grew to become the gallery itself – now known as the Museum of Other Realities.

    Skull Island by Cabbibo
    Skull Island by Cabbibo – one of the original artists featured in the MOR

    January 2017: After we added the Level Editor to Fantastic Contraption VR in version 1.6.0, we handed the project off to co-creators Radial Games. They optimized the bejeezus out of it and brought it to the PS VR and Windows MR later that year. Meanwhile…

    February 2017: Designer Robin Stethem joined the MOR team. I left to prototype my own VR games.

    March 2017: One prototype became Machete Garden, a VR game about exploration and farming on an alien planet. I created the art for it inside my Vive using Gravity Sketch and Tilt Brush. I got all excited about the future of graphics tools, having found 3D modelling suddenly so intuitive and easy in VR. I enjoyed working on the art, something I haven’t done for many of my games.

    Machete Garden
    Machete Garden – by Sarah Northway

    April 2017: Colin sent out the first multiplayer pre-alpha build of the MOR (called TH-er at the time) to friends and VR artists. The online space was a hit, and monthly updates have followed since then, with a private virtual party to celebrate each time a new exhibit or gallery wing is added.

    Anchored by Danny Bitman
    Anchored by Danny Bitman – one of the first exhibits in the MOR

    May 2017: Maris Tammik and Em Halberstadt from A Shell in the Pit Audio began adding sound to the MOR.

    August 2017: I shelved Machete Garden.

    I just couldn’t see myself wanting to play this game, as it was more about enjoying the space and discovering new species than any serious strategy. I’d hoped to release it through one of the MOR’s monthly interactive experience bundles, but as that project pivoted towards an art gallery I had to consider releasing Machete Garden as a standalone game. I felt that would be pointless unless I radically deepened the gameplay.

    I was also sick to death of fighting with 3D physics and optimizing 3D graphics. And finally, I wanted to tell the story of why you’d volunteered to come to this lonely planet, but was faced with having to do it using full voice recording and no justifiable budget. I decided some of these problems may just solve themselves in a few years, and decided to put Machete Garden – and VR – aside for now.

    Machete Garden
    RIP Machete Garden – for now

    Also August 2017: I started a new game, initially codenamed Princess of Mars and now called I Was a Teenage Exocolonist. More about it soon!

    January 2018: The Museum of Other Realities was incorporated into its own thing separate from Northway Games. It’s so big you can easily get lost in it now. 30+ works range from intricate tilt brush pieces on pedestals, to recreated 3D photogrammetry ruins, to a whimsical rainbow dance room, to a giant skull filled with creepy cackling skeletons.

    Skeletons by Liz Edwards - insane cackling by Em
    Skeletons by Liz Edwards in the MOR – deranged giggling by Em

    April 2018: The MOR was so bursting at the seams with art that Colin and Robin added a second floor. They started experimenting with a donation system, and a strange crypto currency art-purchasing experiment featuring works by John Orion Young.

    Don't Panic by John Orion Young
    Don’t Panic by John Orion Young – featured in the MOR

    August 2018: After trying to do all my own art for Exocolonist, I came to my senses and hired two artists to bring my game to life. And this brings us more or less to today. More about Exocolonist including concept art in my next post!