
I also need to retouch some graphics that clearly need some love after a decade of remaining small-sized web games. I need to write completely new engine for this. The remaster of all Submachine games smashed together into one, giant Steam release. Let’s now happily look ahead to what’s coming in 2022! The sad part is – I kind of don’t miss it and I don’t see myself drawing comics in the near future. This is the longest I ever went without drawing comics since the 1980s. I don’t remember having even one-year break from drawing comics, let alone three. 2021 was my third year without drawing a comic book. Yeah, this was kind of a joke I made at the end of last year’s wrap-up, but this is morbidly true. However, the game itself got polished in 2021, it’s in even better playability state right now than ever before, it got a bit easier – but at the same time – more enjoyable and quicker to play.
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Once I had enough free time for the card game – the year has ended. Well, this got pushed to 2022, only because the further I went into details of this project, the more indication I got that it’ll be a full-time job for a hot minute as well, and development of Slice of Sea just really didn’t want to end for almost entirety of 2021. This plan is so undefined and unstable yet that I do not dare to say more. Submachine Card Game Kickstarter campaign and whatever happens after that. They were going strong hand in hand throughout all those years, now they both went out in style also hand in hand. And the flow is the same as in that last gnomes game. I also managed to tie this ending to the gnomes series, in this last Santa game you visit all 24 locations of all gnomes games. I hate deadlines and got rid of them years ago. Also this was the last project with a set deadline for each game.
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Flash is dead and flash-like thinking about what a game series is – should die too. By that I mean – a series of recurring small games that were meant to be published periodically. After finishing the gnomes series – “Where is…?” was the last remnant of the flash era. Now, the last “Where is… ?” game is a bit different story. So, nothing left but to close the series and go out on top. I got lots of comments that this flow of the game, so different from all previous in the series – was the best. Just as I perfected the gnomes formula, the series ended. Still, people were caught off-guard when the series finished with it’s last installment set in New York. This was a project 12 games spanning over 12 years. The fixed ending to this series was known to the public for at least 10 years. What was surprising to me, was that it was a surprise to so many 10 Gnomes players. Also – Where is 2022? Yeah, sure, at this point, why not? I’m sure Santa is up for that as well. I could write a long and sappy story about gnomes starting back in 2008 in my home town and finishing in New York of all places, but I think I’ll save that for a proper post-mortem article about gnomes once it’s done and shipped. And it’s going out with a bang, since the final gnomes take place in New York. The project of 12 years is finishing this year.
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This latest, 14th update kind of rounds up the post-release bug-fixing phase. If you feel it’s too much hand holding – please don’t blame me. If you want to see where I added them, update the game on Steam to the latest version (v1.0.14). Now they’re in your face, you can’t miss it. There have always been hints that symbolized those passages in the game, but clearly not enough. I played it, because I finally caved in and added more door tutorials throughout the game in places where people got stuck and missed crucial locations because background passage indication wasn’t clear enough. I played the game few days ago, about two months after publishing – and I still like the design. Done it once, that’s enough for me, thank you very much. On a side note – I don’t intend to get swamped in a 4-year-long project ever again. Creating proper game trailers, optimizing Steam store page, hitting that button that says “release the game”… Now I know so much more about the process and releasing more games on Steam won’t be as painful and draining as that first one.

All of this was kind of new to me, even after almost 20 years in the business. I managed to finally push through Apple macOS trenches and create notarized app for this game, which in turn let me publish macOS version. So, for now: yes, it was finished, yes, it was released, yes, I made my debut on Steam. I feel I can write a very long article about the whole development process, but it’s too early for that. Can you guess? Finishing and releasing Slice of Sea.
