Tag: Exocolonist

  • Exocolonist’s Original Design Docs

    Exocolonist’s Original Design Docs

    August has been Vertumnalia fest on the Finji Discord, featuring a talent showcase of fanart, fiction and food, and culminating in a live art stream and developer Q&A today (August 25th) at noon PT!

    (My Exosona, or what I would look like if I was in the game world, a gift from our artist Mei! I never wrote myself in as an actual character, but it’s a hidden asset in the game files)

    It’s been a year since I Was a Teenage Exocolonist launched, and just over six years since I started working on it. We’re doing a Q&A soon but to be honest, I couldn’t remember answers to questions like “how did you come up with the characters”. However, thanks to the magic of version control, I can travel back in time to August 2017 and read through my original design document to see what the heck I was thinking.

    Some of the answers may surprise you. Maybe even upset you!

    Themes: Kids should think about the future before they are adults. Politics matter. Colonialism sucks. Parents aren’t always right – distrust authority.

    Like an explorer sifting through the glass sands of the Western Wresting Ridge for remnants of a previous civilization, I skimmed through 60 pages of notes, scraps, rants and ideas, trying to remember how it all began. Here’s what I found.

    Interstellar
    Wolf children
    Destined to love
    Oregon trail
    Princess maker
    Rebuild

    Early character design – spoilers incoming!

    It seems the central dateable Strato characters were invented all at once one day, after listing possible skills and jobs. I named them as if they were archetype classes from Rebuild 3: “the fighter”, “the scientist”, “the politician”. Some things changed, but so much stayed the same.

    Growing up in Exocolonist
    The fighter, energetic and normal. Red haired freckled woman does what’s told, seems to dislike female gender norms. If you don’t date her, she’ll get an overbearing boyfriend. He’s a rival. Energetic and excitable when she has a task, doesn’t care much about pro or anti alien politics…? Or maybe dislikes aliens only because they’ve killed her friends and she wants revenge.

    The scientist, jaded woman wants to help cure earth problems, thinks bigger than the rest but always too busy working on it, can help her cure earth at the cost of this planet. Hard to date because busy. No rival. Long blonde hair held back in a ponytail, Asian features. Future person. Would probably would throw aliens under the bus to help earth.

    The explorer, dreamer man hates people and secretly loves aliens. Leaves the camp a lot, befriend for alternate (non skill) way to meet and get in good with aliens. Sometimes depressed. Dates secret alien if you don’t date him. Dark short hair, sad pale face.

    The politician, woman hates aliens misses earth. But earth is dead to her and she wants to recreate it only better. Dates the head construction team guy then dumps him for the head gatherer, then dumps him for another politician if you don’t date her. She’s confident and sexy and likes to sex. Straight dark brown hair, dark skin.

    The farmer, manly worker, idealist man likes aliens and alien plants but frustrated by tech and politics and war, just wants to work hard and live happily in peace and compromise. Dates a kind of dumb girl if you don’t date him. Dad figure. Curly brown hair and brown skin. Might be religious, Muslim?

    The mysterious alien man who is really no/all genders. Hangs with explorer and may date if you don’t date either one. Important part of the good ending, though in many runs you will never meet him because it’s a secret. Aliens are alien looking but this one appears as a tall lanky pale man with long black hair which maybe isn’t really hair. He’s trying to look human, like the explorer specifically.

    All can fall in love with you regardless of gender.

    (Cleaned up a teeny bit.) I wrote that hastily, and possibly late at night or on my phone, and you might be able to guess who all those characters became (including the “kind of dumb girl”, I’m sorry). Obviously they all got far more fleshed out over the next five years, especially once co-writer Lindsay joined the team.

    Using archetypes for the different directions the player’s own life could go in was a good decision, but I came to regret defining their race/appearance so quickly and relying on tropes (vengeful soldier, cold scientist, simple farmer). We appreciate our sensitivity readers for helping us identify these early issues, and inspiring us to dig deeper into each character and bring forward what made them unique.

    Dys’ theme song is Smith’s How Soon is Now.

    If you date Mars, you do a lot of making out while you should be working.

    I’m surprised I was thinking about romance this early! There’s also a longer description of Marz’s love life, and yes the people mentioned above became Rex, Utopia and Lum. We removed teens having crushes on or dating young adults for legal/bizdev/yuck reasons, and they barely even consider the existence of sex before age 17, as unrealistic as that may be.

    We all agree not to think about Sym’s actual age (20,000 years give or take?).

    What if aliens aren’t biological, they are data? an indigenous culture, or an ancient weapon? both?

    Forgotten characters

    Another treasure trove of old design notes was my original spreadsheet of characters, places, skills, jobs, events, and endings. There were many more adult characters circa November 2017:

    Some of them are still mentioned in passing during events, but were never given art. Most were cut so we could focus on the teen characters, plus one adult council member for each department.

    The player’s sister Vestibule and several younger kids were cut when we steered the game away from a Handmaid’s Tale-esque story involving forced childbearing to populate the new planet. It was too heavy, and it was more fun to instead try to make gender (and race, and sexuality) as inconsequential as possible in the utopian world of Vertumna.

    Gameplay changes from early prototypes

    really seems like it needs a minigame where you run around the jungle finding stuff. or maybe the whole thing needs to be like harvest moon style. how hard is that really….

    I found notes outlining the main plot of the game, which didn’t change as much as I thought, but originally you were going to move to a new colony every year and design it yourself as part of a base-building feature. There was also a farming mechanic, colony defense minigame, and a lot more contact with Earth. Most of this was cut to focus on the narrative and characters.

    Running around on 3d maps almost got cut from the game too, and it was a difficult decision to keep since it added over a year of development time. But it feels so good to walk around and feel Vertumna surrounding you! And it helps to set Exocolonist apart from other visual novels.

    Enjoying Glow Season with Dys

    The card game was a late addition, and it took years to settle on a design for it. Ironically, it seems I had the seed of the idea back in 2017 but dismissed it as silly and forgot all about it:

    incorporate poker, yatzhee type stuff?
    this is getting VERY random…

    There was so, so, so much more in there, many other random ideas and notes that only I could understand. Gradually, over years, I edited and pared this document down to only things that would go into the game.

    Naming I Was a Teenage Exocolonist

    Colin tells me we were on a hike with our friend Justin when I finally decided on the name I Was a Teenage Exocolonist.

    The prototype codename was Princess of Mars, after the 1912 Edgar Rice Burroughs book I’ve never read, but which has inspired everything from Indiana Jones to Avatar. Initially the vibe for Exo was going to be more swashbuckling and pulp and a little less trauma. Also “Princess” for “Princess Maker” which was a major inspiration.

    I’ll leave you now with a section of the original doc regarding names:

    Long name like Voices of a Distant Star
    or Nausicaa and the Valley of the Wind
    maybe a phrase like Thomas was Alone or She dreamt in neon
    should have some word like Child or Youth in it?

    heir
    growing up
    childhood
    coming of age
    springtide
    maturing
    rising
    sprouting
    what sprouts from alien soil
    emerging from our chrysalises
    i was a teenage exocolonist
    blooming
    budding
    homestead
    same old problems on a whole new planet
    growing up on Vertumna-82d
    ten earth years on Vertumna
    a decade on Vertumna
    the stuffed up mouse who couldn’t see the stars
    faraway high
    faraway home
    lightyear
    unexplored
    beyond the horizon
    beyond the heliosphere
    progeny
    in the twinkling of a binary star
    children of earth colony Vertumna
    colonization of a new world
    children of a new world
    children of a distant planet
    children of the planet Vertumna
    Growing up on Vertumna
    My life on the planet Vertumna
    Your life on the planet Vertumna
    Life as a child of the planet Vertumna
    where the trees breathe
    colonyside
    growing up exocolonist
    my life as an exocolonist on the planet Vertumna
    Life on Vertumna
    Vertumna: Earth’s first exocolony
    How we came to Vertumna
    we came to settle Vertumna
    building Vertumna
    what happened at Vertumna colony
    we didn’t mean for this to happen
    it wasn’t supposed to be this way
    how we escaped the earth
    we came to find a home
    on the soil of this planet
    face down in the alien mud

  • I Was a Teenage Exocolonist is out!

    I Was a Teenage Exocolonist is officially released today! I started development almost exactly five years ago, and wowowow has the game ever grown up since then!

    I’d like to take a moment to thank everyone who supported Exocolonist and helped create it. Artists Meilee Chao, Eduardo Vargas, Sarah Webb, Leanne Roed, Sarah Roland, Diego De la Rocha, and our hundred card artsits for making the game so breathtakingly beautiful. Narrative designer Lindsay Ishihiro for making us laugh, cry, and fall in love with their moving prose. Gord, Em and others from A Shell in the Pit Audio, and all of our incredible musicians, for adding another dimension of wonder and beauty to the game.

    Thanks to my husband Colin Northway for helping with tricky algorithms and game balancing, and for a tremendous amount of emotional support, idea-bouncing and code checks over the last five years.

    Thanks to our publishers Finji, our QA and porting teams, and a very special thank you virtual hug to our incredible beta testers and all of our fans for your support and encouragement. And to my dad, who has logged hundreds of hours living life after life on the planet Vertumna.

    Thank you, friends.

    Growing up in Exocolonist

    Okay enough mushy stuff, it’s release day!

    The team and I have been eagerly waiting to open the gates and invite everyone to come explore our beautiful planet Vertumna. I hope you find it as charming, thrilling, moving, and fun as we do, and I can’t wait to hear what sort of Teenage Exocolonist you’ll be.

    Vertumna awaits!

    – Sarah

    Some plants wave, others bounce

  • The Music of I Was a Teenage Exocolonist, soundtrack release August 19th!

    The Music of I Was a Teenage Exocolonist, soundtrack release August 19th!

    We’ll be celebrating the release of the official I Was a Teenage Exocolonist soundtrack with a team listening party at 10am PT / 1pm EST / 5pm GMT on August 19th.

    Join us on Youtube to be the first to hear the full album!

    I Was a Teenage Exocolonist (Original Soundtrack) album art
    I Was a Teenage Exocolonist (Original Soundtrack) album art by bkomei

    Music to accompany every possible you

    I Was a Teenage Exocolonist begins when you’re an innocent ten-year-old just taking their first steps on a brand new planet, and ends (if you survive!) when you reach age twenty after many trials and harrowing adventures. The mood of the game changes dramatically as your exocolony is plunged into disaster and loss. Some hardships are preventable, others inevitable no matter how many lives you live.

    So it was a challenge to find a soundtrack which could represent that whole spectrum of emotions, and portray all the different people you might become during those ten years: maybe an alien-obsessed bookworm, a brave but pacifist explorer, a high-strung chef, or a kindhearted collector of oddities and odd friends.

    One of thirty possible endings: becoming a rebel
    One of thirty possible endings: becoming a rebel

    Daniel Rosenfeld (aka C418, or “that Minecraft guy”) suggested the best way to represent all these different possible child, teenage, and adult yous would be a soundtrack made by various artists. So with the help of Gordon McGladdery from A Shell in the Pit (who are also doing our audio), I set about recruiting friends and new artists whose style jammed with what I was imagining.

    The result is 27 tracks totaling 2 hours, featuring these 14 artists:

    Gordon McGladdery (A Shell in the Pit)
    Daniel Rosenfeld (C418)
    Shannon Mason (Pongball)
    Andrew Rohrmann (scntfc)
    Gabriel Koenig (Ghost Time Games)
    sintecta
    Kiyoshi Iio (Koku)
    Al Diaz, Rupert Lally and Espen J Jörgensen
    Boris Potschubay (Jogging House)
    Tim Rich (Crooked Walking)
    Jake Gauntlett
    Frances Aravel
    Colin Northway
    Em Halberstadt

    Finding the Style

    It starts with a playlist.

    Music is a social skill that raises your Creativity stat in the game
    Music is a social skill that raises your Creativity stat in the game

    I put together a playlist of inspirations with some of my favorite game soundtracks (Stardew Valley, Wandersong, Jettomero, and yes Minecraft), some ambient electronic artists with heavy synths (Boards of Canada, Jean-Michel Jarre, Hologramme, Home), and some cool instruments (Plaid, Four Tet, Rone, Nine Inch Nails). Plus more tinkly piano, new age (Enya!), Beyonce? and Bulgarian choir to keep things weird.

    Exocolonist is science fiction after all!

    One spooky and melancholy sound I was particularly into was instruments recorded then played backwards, a prompt I gave artists along with the playlist.

    I split the soundtrack into 3 parts:

    1) First half of the game: innocent, bright and optimistic
    2) Second half of the game: moodier, more tense and eerie
    3) Exploration biomes: ambient and naturey

    Some tracks appear throughout both halves of the game to tie it together. They’re all also divided up by season, matching light piano to the glittering peace of Quiet season, and darker synths to the mysterious tension of Glow season.

    The exploration areas where you go to survey, forage or hunt are some of the most beautiful parts of the game, and I felt needed longer more ambient tracks to illustrate how it feels to be away from the bustle of the colony. A friend was discussing modular synths on his stream one day and played a sample of Jogging House‘s YouTube videos:

    Jogging House had this wide array of beautiful musical toys with soothing flashing lights, and usually incorporated some kind of analog tape deck for a touch of static-warble effect. It sounded exactly like a peaceful evening on a bluff overlooking a Vertumnan mushwood forest. I was lucky to license six tracks from him, including this one – Pines – which appears during Wet season and one other special place.

    These tracks were all pre-released by Jogging House through his electronic label Seil Records. I found another synth artist – Crooked Walking – through the label and we were later delighted to find out not only do we live in the same city, but we bumped into each other at a mutual friends’ event. Small world!

    Local Connections

    I met another artist busking here in Vancouver. Kiyoshi Iio (Koku) is no only a talented synth composer, he incorporates acoustic instruments including guitar, didgeridoo, and handpan.

    Handpan is a relatively new instrument that combines cultural traditions from South Asia and the Caribbean and is associated with travellers and boho culture. Much like the people of Exocolonist, who are sort of a multinational hippie commune with a colony ship.

    I think handpan sounds beautiful and ethereal, especially the way Koku plays it. It is a perfect fit for the mysterious beauty of the planet Vertumna.

    Game composer and A Shell in the Pit founder Gordon McGladdery was a big part of the album production, from wrangling contracts and advising on edits to mastering tracks, and he wrote the game’s title track. I was stoked he played some morin khuur for it. A Shell in the Pit also did our audio, and some of Em Halberstadt‘s ambient building hums were so melodic they’re featured on the album too. A Shell in the Pit also composed the soundtrack for Wandersong, Rogue Legacy, and worked on sound for Untitled Goose Game and Night in the Woods.

    You might recognize other artists from game soundtracks too. C418 of course from Minecraft (he’s also working on an unannounced game with Ivy Road). Pongball from Kunai and Road Warriors, scntfc from JETT and Oxenfree, Ghost Time Games from his own games Jettomero and Tux and Fanny, sintecta from GirlJail and other cool experimental jams, and Rupert Lally and Espen J Jörgensen (now collaborating with Al Diaz) from my game Rebuild 3.

    The Finishing Touches

    Jake Gauntlett’s beautiful ambient piano fit right in perfectly with all three parts of the soundtrack. The final track was a tough one though. I was looking for a vocal track to play over the end game sequence and credits, where you find out what path you and your friends’ lives take as adults.

    Scouring new releases on Bandcamp I found Frances Aravel‘s track The Child You Were on her album Shining Out of the Dark. The melancholy lyrics and grungy guitar rock reminded me of my own teens as a 90’s kid. Take a listen and see if you feel it too:

    Lofi Sol
    Lofi Sol

    So join us on YouTube on August 19th at 10am PT / 1pm EST / 5pm GMT to hear the rest of the soundtrack in its entirety, and chat with the devs and musicians. The I Was a Teenage Exocolonist soundtrack will be available to stream or buy starting August 19th on Spotify, Youtube Music, iTunes, Bandcamp, and other music platforms.

    The game is launching on August 25th to Switch, PS4, PS5, PC, Mac, and Linux. Wishlist it today!

  • The art of I Was a Teenage Exocolonist, Coming to Steam and Playstation on August 25th, 2022!

    The art of I Was a Teenage Exocolonist, Coming to Steam and Playstation on August 25th, 2022!

    Grow up to be a xenofauna rancher, a roboticist, or a rebel with a cause in I Was a Teenage Exocolonist, a card-battling narrative RPG where you live (and die, and re-live) your torrid teenage years in humanity’s first extrasolar colony.


    Coming to Windows, Mac, Linux, PS4 and PS5 on August 25th, 2022!

    One of the themes of I Was a Teenage Exocolonist is exploration and discovery. Both exploring the possibilities of your own life and identity as you grow up and decide who you will be, and exploring a lush and wild alien planet. So I knew from early on in development that the art should be beautiful, and that we needed a strong palette color-coded to the planet Vertumna’s changing seasons.

    I met concept artist Sarah Webb at an arts festival where she was showing her comic Kochab, inspired by the beauty of nature in her home of Alaska. Her watercolor style perfectly fit the feel I wanted, to tell the story of people leaving an industrialized Earth behind to return to nature. Artists Meilee Chao, Eduardo Vargas and others deftly picked up this style and brought it to life in the game.

    Running through regions and seasons of the planet Vertumna

    As the narrative expanded and writer Lindsay Ishihiro joined the team (they also drew the creatures!), it was clear that the character art would be key. Romance was an option after all, so these needed to be characters you could imagine like-liking and eventually falling in love with. Mei knocked the character design out of the park, creating an entire culture for the exocolony with clothing that is a mix of space-age and homespun materials.

    I want to own all of their outfits so badly in real life!

    The Kids
    The kids are up to some light mischief

    Since the game takes place over 10 years, your childhood friends needed to age up with you. Although there is a plenty of innocent fun in the early years, Vertumna is a dangerous place, and the colony’s adults can only shield you from that fact for so long. As you get older, difficult and sometimes traumatic events will change both your friends’ personalities and their appearances.

    Anemone age 10-13, 14-16, and 17-19
    Anemone age 10-13, 14-16, and 17-19

    As you decide what to study or where to work, who to befriend, and whether to help the colony, rebel, or find your own way, your memories take the form of cards in the deckbuilding part of the game. Everything from taking a biology test to battling monstrous xenofauna (or running the heck away from them!) is resolved by choosing up to 5 cards to place in order, with bonuses for adjacent matching colors or numbers.

    I’m a big fan of the art in collectible card games like Magic the Gathering, so to add variety we worked with 100 different artists to illustrate over 250 cards. It’s been a ton of fun to see our world and characters through the eyes of all these different artists in their own styles.

    Exocolonist card game
    The cards feature art from over 100 different artists

    Exocolonist’s massive dynamic narrative means you won’t see everything in one life, or even in four or five. And every playthrough will change a little, as memories from past lives trickle in to help or hinder you. Mei has endeavored to illustrate many of the major scenes that could play out, and all the different endings you can reach.

    Strife
    Strife between Rex and Vace

    No matter where you end up in the game, we hope you have fun! I Was a Teenage Exocolonist is coming to Steam (and Itch, and other stores), PS4 and PS5 on August 25th, 2022. Wishlist it today!

  • Happy Holidays!

    Happy Holidays!

    Holiday scene
    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.

    – Sarah