← Design Archive

Tikatmos

Completed

By Matt Bethancourt, Zayna Sheikh, Andy DiLallo, Dani Emrich, Perry Owens

unity

It is the distant future. Humanity has wiped itself out, but every single entity on Earth has become sentient. You run the info booth at the only Mall on Spaceship ATMOS, the ark that has left earth carrying one of every single being as they search out another place to call home. Using your speech translator, you will tune into the unique language of every customer, helping them find the information they are looking for. Additionally, your control center contains numerous tools for you to help, including a mall map, directory, camera system, control over the piped-in music, and more.

See more at Mouse & the Billionaire When beginning to think about a voice-controlled game experience, we wanted to focus on communication. The technological lapses in speech-recognition create an interesting opportunity to explore the inherent gaps in spoken communication. We exemplify this by having the player communicating specifically “through” a machine responsible for translating a variety of “languages” that innanimate objects might have. Additionally, while many voice-controlled games place the player in a role of commanding authority, we instead wanted to position the player as a helper, trying their best to communicate with these NPCs and help them gain the information they need. Lastly, we build out the entire game as an embodied experience, physically placing them in front of a large teller-style “window” into the world of the mall, along with a stylized microphone and neo-futurist control center. All of these decisions help to push empathy to the forefront of the experience as the player learns the various stories that unfold through the requests of the mall’s patrons.

Timeline

The Birth of the Space Mall

Brainstorm Session Notes:

  • Multiple streams of info
  • Infinite dungeon mall? -> Being separate and in a managereal role
  • Combination of macro and micro management
  • Dialing into the language translator
  • Cash register or something for many transfers and exchanges
  • Retro futurism vibe

Future + Mall + Management suff -> Maybe it's in space

Sketch-PhysicalGame

Mall Things!

  • Info booth
  • Carts
  • Fountains
  • Kids play areas
  • Small trains
  • Santa photo booth
  • Large box office stores
  • Movie theatre
  • Food court
    • Fro-yo that is constantly changing to a new thing
    • Competing similar stores (next door pretzle places)
  • Art Galleyr?
  • Mini-golf
  • Escalators
  • Arcade
  • Parking garage
  • Build-a-bear

Design Goals

  1. Assisting People
  2. Communication

Mall Sounds

We decided to incoporate a contemporary style of hypnogogic pop music called Mallsoft. It incorporates muzak played throughout malls in the 80s, 90s, and early 2000s. The idea is to recreate something in this style for our game.

Welcome To The Lobby!

Concept Art Exploration

Building on the retro-futurism style, we wanted to explore what that might look like to define the direction of the visual assets. Below is a set of both machine and visual explorations to work towards that consistant look and feel. Our favorite by far is the fourth option which has a nice balance of soft colors and vintage Jetsons feel, so the art assets will try to head in that direction for the future.

MachineStyleExploration01
MachineStyleExploration02
MachineStyleExploration03
MachineStyleExploration04

Retro Futurism Inspo

Out of our initial brainstorming came this idea of theming the visual direction of the game toward a sort of retro-futurism vibe. Inspired by the wacky ways in which people imagined the future straight out of the Jetsons, we took a little time to draw from these styles and create some initial mood boards.

Ideation-RetroFuturismImagery

And some fun fonts too!

Ideation-RetroFontOptions

There are a ton of funky retro machines that will probably influence the physical interface of the game design, here is sort of what we are thinking for that vibe:

Ideation-RetroMachine
commitJan 21, 2022, 23:11Matt Bethancourt
a5ac323Initial commit

Mall Scene Concepts

The next step in defining the visual style of the mall, is probably to ya know... try drawing what the mall might look like! So the next set of concept pieces look to what the mall spaces might look like on the inside. Referencing actual mall interiors, our concepts are shown below.

MallScene-1

These concepts feel in line with the vibe we are going for and have a lot of fun retro elements to build on. While the final mall scenes will be much busier and full of miscelaneous sentient furniture and objects, these give a nice idea of the internal spaces and theme.

MallScene-2
MallScene-3
commitJan 27, 2022, 19:03Matt Bethancourt
d3399feBasic project settings. Scenes created for each of the mini-device screens. Let's do this!

Interface Ideation

Since the game will be featuring two displays: the main info booth looking into the mall, and the mall interface options screen, we need to start thinking about how the interface screen will be laid out. One of the scenes for the interface display will be controlling the wellbeing of your desk plant. This is a nice simple place to start as far as interface, since the controls and options are a little more straight forward. Below is an idea of what the various interface options might look like.

Sketch-PlantInterface
commitJan 28, 2022, 23:09Matt Bethancourt
ed12151Created a Window_Launch scene to test the feasibility of outputting to different screens at different aspect ratios and eventually test the loading of secondary scenes with the main Window scene staying constant via DontDestoryOnLoad
commitJan 29, 2022, 23:25Zayna Sheikh
f031214Plant UI Configuration and Water Depletion
commitFeb 1, 2022, 03:18Zayna Sheikh
4b12b67Plant Interactions

I spent too long on this so I didn't get to the scrolling directory :(

But at least this works...

Multi-Display Work

Worked out the secondary display for the device. There are a few issues with the screen not resizing properly. To fix, we have been changing the window style (windowed, maximum vs. windowed) and that seems to be fixing the problem, but it's not a permanent solution.

The Window_Launch scene launches a secondary scene on the secondary display, which then is responsible for switching the "applications." We might spend some time thinking on how that could integrated to the main Game Manager for ease of later coding.... maybe.

Also of note, if the secondary display is an iPad, it can be run wireless, which leads to some super interesting future possibilities.

commitFeb 1, 2022, 15:37Zayna Sheikh
43b816aBasic Scroll Directory
commitFeb 1, 2022, 22:40Matt Bethancourt
7d9edeeSecondary display (and control) implemented. Added some basic frameworks for how each of these device applications should be built.
commitFeb 1, 2022, 23:17Matt Bethancourt
4560f7eAdded GlobalVariables for our input devices. upCrank, downCrank, leftSlider, rightSlider, knobLeft, knobRight, and deviceButton. Also some cleanup.
commitFeb 2, 2022, 22:32Matt Bethancourt
5d3e433Initial implementation of the SpeechTuner
commitFeb 3, 2022, 01:23Perry Owens
14096b6First Version of Waldo Minigame

First test of AI movement in the Where's Waldo minigame

commitFeb 3, 2022, 03:55Perry Owens
caeed8dAdded maze to Waldo game

Created a maze sprite with a collider

Interface Display Graphic Mockups

Moving forward with the interface mockups, we have digitized the ideas for the plant care and audio tuning scenes.

The plant care scene has an empty spot for a slider interaction, a draining water meter that can be partially replenished with a button press, a rotating light source that you have to line up to the direction of your plant, a growth meter, and a variety of other less functional interface bibs and bobs.

Scene-PlantCare-Interaction

The audio tuner scene will allow the player to tune to the right frequency in order to understand the being that has appeared at the information booth. There are three frequencies that need to be tuned into and there is color feedback for each about how close you are to the target.

Scene-AudioTunerInterface-MockUp
commitFeb 3, 2022, 14:09Matt Bethancourt
157d7cdRedesign of SpeechTuner UI
commitFeb 3, 2022, 16:23Matt Bethancourt
37738bdSecond pass on the SpeechTuning functionality
commitFeb 3, 2022, 20:23Andy DiLallo
84c830aAmbient background in Music scene
commitFeb 3, 2022, 21:49Zayna Sheikh
b3b52d1Audio Tuning Interface Sprites
commitFeb 3, 2022, 21:59Matt Bethancourt
e6a4fb6First pass with Zayna's UI for the SpeechTuner
commitFeb 3, 2022, 22:13Zayna Sheikh
b80f271Added font family Roboto
commitFeb 4, 2022, 16:45Matt Bethancourt
cabb0d2Tweaking of the SpeechTuner to have all knobs affect all waves for more visual interest
commitFeb 4, 2022, 17:24Matt Bethancourt
baeea08Improved version of switching between apps as GameObjects, rather than Scenes. This helps to easily preserve variables that should remain constant but don't need to be tracked by the system.
commitFeb 4, 2022, 23:46Zayna Sheikh
6504529Plant Scene Lights, Animation, Sun!
commitFeb 5, 2022, 04:18Zayna Sheikh
21f6d51Store Directory Scene Text Update
commitFeb 5, 2022, 06:26Andy DiLallo
c28c31fAmbient Background changes
commitFeb 6, 2022, 05:46Andy DiLallo
b938056PD Test
commitFeb 8, 2022, 05:31Perry Owens
8332e85Traffic Test Scene Added

Added Traffic Test and made small changes to Waldo Test

commitFeb 8, 2022, 21:08Matt Bethancourt
c25a7f5Add GameManager prefab and set up the MusicShift() command in the global MusicManip script
commitFeb 9, 2022, 07:47Perry Owens
fa9b616Started UI for Waldo

Added Waldo UI elements, but they don't resize with camera zoom yet

Mall Directory Scene Implementation

Another scene we want to have on the display interface is a directory list of all the stores in the mall and their location code. For now, the text in the scene is place holder, snagged from the directory list of an actual mall in Denver. We want to store the directory information in a text file that we can edit and pull from, so all the places and codes are being stored there, and linked into the text visual through a simple script. The location codes will reference the actual location on the mall map which is still in development. We want the crank to control the directory so you are cranking all the way up and down the list.

Scene-MallDirectory-Interaction
commitFeb 12, 2022, 23:58Zayna Sheikh
77e6799Store Directory Update

Playground > StoreDirectoryTest

commitFeb 15, 2022, 09:22Perry Owens
6cc043dAdded Waldo UI

The waldo game UI Is now complete, and is coded to work with the knob, slider, & crank controller inputs

commitFeb 15, 2022, 21:52Andy DiLallo
5ec2f38Ambient Background changes
commitFeb 15, 2022, 21:53Matt Bethancourt
24ee2eeAdd GameManager prefab and set up the MusicShift() command in the global MusicManip script
commitFeb 15, 2022, 22:44Matt Bethancourt
6f5ca69Setup GameManager to include the main Customer Screen loop

Pure Data Soundtrack Finished

The soundtrack for the game consists of two parts. The first was Mallsoft tracks using Ableton and the second is a generative composition created in Pure Data. Both are implemented into Unity via Pure Data. This allows the player to manipulate the music in various ways. 1. Timeshift, slowing down or speeding up the track 2. Crossfade, adjusting volume between Mallsoft and generative music. 3. Filter, changing the frequency of the sounds 4. Scale, cycling through different keys and tracks.

Ambient_Generative_Patch
Mallsoft_Tracks_Patch

Twos-day Character Sketches!

Now that we are starting to get towards the main game loop, we need to start thinking about the kinds of characters that will come up to your mall info kiosk. We had previously talked about a few ideas including a mall cop segway, a stressed mom stroller, and a buff teddy bear that might attend the build-a-bear gym. Along with these more specific characters we wanted to flesh out some of the other more general ideas including furniture objects like chairs, house hold objects big and small, and a few other ideas we had been tossing around. There is still more sketching to do as far as the range of character that might appear in the mall asking for assistance, but this should provide a decent place to start

CharacterExploration-Chair
CharacterExploration-HouseholdObjects
CharacterExploration-OtherCharacters
commitFeb 22, 2022, 12:02Matt Bethancourt
db5ad4fBuild MusicManager gameObject/script for DeviceManager application to control the soundtrack. Next steps: get the parameters to appropriate values and then build out the UI
commitFeb 22, 2022, 20:53Matt Bethancourt
d47420aMain loop complete, GlobalVariable prefab created, and tweaking of _Main scene to include Andy's score
commitFeb 22, 2022, 20:55Matt Bethancourt
a95c8ffBegin Coqui integration, models too big to be uploaded - will add to the Google Drive
commitFeb 22, 2022, 22:32Perry Owens
da8b092Added Waldo UI

The waldo game UI Is now complete, and is coded to work with the knob, slider, & crank controller inputs

commitFeb 23, 2022, 06:37Perry Owens
ebbbc0bAdded lerp to Waldo UI

Fixed battery timer and added smoother camera motion for the Waldo game

First Character Assets!

Building on the character sketches from last week, we wanted to push a few of them to the level of actual game assets so below we have the segway mall cop, regular and on alert, a stressed chair, and the first buff teddy bear. There are still more characters to both sketch and polish, but it feels good to finally see some of the crazy characters that will be inhabiting our space mall!

Character-SegwayMallCop01
Character-StronkTeddyBear01
commitMar 1, 2022, 18:56Dani Emrich
3242697map scene!

map!

commitMar 1, 2022, 18:58Perry Owens
af2d265Added Serial Communication

Added serial compatibility to Unity

More Interface Display Graphic Mockups

The next set of interface display scenes that are moving forward in the visual design process are the music manipulation and where's waldo scenes.

The Waldo scene needed some framing and visual symmetry with the over arching space mall style, so we tried to get a sort of lense view of the store with a blueprint like background to frame the top down view of the mini-game.

WaldoInterface-MockUp

The music manipulation scene gets it's visual style from the sort of retro music tech style. It made sense to mirror the physical equivalent when designing its virtual representation.

Scene-MusicManipulation-MockUp

More Character Explorations!

Seeing as we probably need more objects to occupy the mall, we wanted to continue to explore the possible characters that could be in the game, as well as continue to crank out assets for them. The crowd favorite, a mom stroller with baby strollers had to be digitized, so we have that update this week. As well as another character exploration sheet and a fun set of silverware characters!

Character-Stroller01
CharacterExploration-MiscCharacters
Character-Fork01
Character-Spoon01
Character-Knife01

Even More Characters!

Another round of characters have come to life! Rounding out our assortment of beings in this space mall, we now have folks such as the Dad Grill, the Frog Meme Chair, the adorable Vinage Car Couple, and many more.

Character-Grill01
Character-FrogChair1
Character-VintageCarCouple1
Character-Bachelorettes01
Character-Bench1
Character-Blender01

Wit: Great Power...

After trying out coqui for a few weeks, we tried out a new Speech to Text implementation. Facebook's Wit.io seems like a great resource, easy to implement and easy to train. But we shall see!

commitMar 29, 2022, 13:52Matt Bethancourt
805e578Switch STT implementation to Wit.io
commitMar 30, 2022, 23:45Matt Bethancourt
b441aa1Core game loop implemented, along with a Google Sheet and method for easily adding any new character interactions that we come up with. Game on!

Window Activated!

Implemented the window kiosk overlay. We've also got the voice recognition working with wit.io, and have the whole core game loop running. Lastly, we created a spreadsheet to start filling out for all of the character interactions. Everything is coming up Space Mall!

window
commitApr 5, 2022, 13:28Matt Bethancourt
601ebf1Added Dad grill and the Blender. Next steps are to size everyone appropriately and make sure the recognition works on the various codes

USE MICROPHONE!

Note: for anyone who ever wants to use microphone control in their game. To make this work you need to go to Player Settings > Configuration > And literally type in "use microphone" into the "Microphone Usage Description" text field. Our work here is done.

commitApr 6, 2022, 18:03Matt Bethancourt
764951cUse Microphone! Minor fixes for proper build support (USE MICROPHONE! Deleted extra plugins folder, switch to Displays 2 and 3 for final display purposes) Also added purple dials to the Speech Tuner to see if that is more effective.
commitApr 7, 2022, 02:23Perry Owens
c78568fWaldo and Traffic before Update

Current version of Traffic game is confusing, will be revamping it in the next update

commitApr 12, 2022, 06:24Perry Owens
adb90afUpdated Traffic Scene

Traffic flow is now much easier to coordinate

commitApr 12, 2022, 07:03Perry Owens
a6b5939Updated traffic game

Made the game a better experience to balance the different levels

commitApr 12, 2022, 07:03Matt Bethancourt
62c58e1Updated input names and keyboard presses. Initial arduino code
commitApr 12, 2022, 19:45Matt Bethancourt
41bc2c2Channel is now changed via an array of keypresses (Q=1, W=2, etc) Device channel gameobjects are in the main scene but empty
commitApr 16, 2022, 18:19Matt Bethancourt
73a6c67Added Directory to the DeviceManager. Changed input to the crank

Security Cam Scene + Organizational Updates

This week we added more scenes to the interface channel changer including an older mall concept piece in as a 'security cam' footage scene with an old CRT tv/scan lines effect. We may end up using the effect on more scenes but for now, we get another look into the space mall!

Scene-SecurityCam

Other updates around keypress button choices and organizing things in the project.

commitApr 18, 2022, 23:31Zayna Sheikh
ec20870Security Cam Cafe Scene
commitApr 19, 2022, 17:07Perry Owens
60f595aUpdated Traffic Game

Lots of changes to traffic flow, escalator direction reverse-able, can change escalator speed

commitApr 24, 2022, 19:53Matt Bethancourt
457473fMap implemented in Final
commitApr 25, 2022, 02:02Perry Owens
aa9ab57Updated Waldo UI

Waldo UI has been completely redesigned. The camera speed is also now directly related to the zoom level

commitApr 25, 2022, 02:11Perry Owens
332a503S'more Waldo UI updates

Camera speed increases as zoom level decreases

Waldo Updates and Escalator Traffic Minigame Scenes

The Waldo Minigame scene finally made it into the project, though the visuals have been added to and have changed slightly throughout the development process but here we are!

Waldo-Scene

Also we have a new addition to the interface list with another minigame, this time about adjusting the traffic flow up and down floors of the mall via escalator management. It's been a little tricky to tune and get balanced but we're working on it.

Escalator-Scene
commitApr 25, 2022, 20:57Matt Bethancourt
18fec84Implemented Waldo into the final
commitApr 25, 2022, 21:34Matt Bethancourt
54ae0e1Implemented Security Camera into Final
commitApr 25, 2022, 22:51Matt Bethancourt
ed8b309Implemented "Inspirational Quote" poster scene into Final
commitApr 26, 2022, 17:37Matt Bethancourt
32c9562Added new characters and Music Manip interface
commitApr 27, 2022, 08:37Perry Owens
e49d05aUpdated the Traffic Game

Added the UI and escalator animations

commitApr 27, 2022, 18:21Zayna Sheikh
ead039eTraffic Color Update
commitApr 27, 2022, 21:28Perry Owens
b0504f0Fixed Waldo UI

Canvas now follows the camera

commitApr 27, 2022, 21:46Perry Owens
e937fd3Slight updates to traffic game

Fixed an error where some UI elements weren't moving with the camera

commitApr 27, 2022, 21:55Perry Owens
e3b7f5bTraffic update

Shifted level status indicators for better spacing

commitApr 27, 2022, 23:24Perry Owens
6f430f8Added new characters and Music Manip interface
commitApr 27, 2022, 23:29Matt Bethancourt
1abe2d1Pong?
commitApr 27, 2022, 23:47Matt Bethancourt
5bd2d41Begin implementing Post Process for all device channels

Maps and Catspiration!

The next update to the list of interface scenes includes 2 absolute bangers. First, the mall map, obvs. Which will need some context or lables to make sense in the context of the window kiosk interactions but it's great to have in there.

Map-Scene

And secondly, the CATSPIRATION generator. Which, is in fact as great as we all imagined it would be.

Catspiration02
Catspiration03
Catspiration01

ATLAS Expo 2022

And here we are! The culmination of a semester's worth of weird energy and game development. Our team got to present at the annual ATLAS Institute Expo along with dozens of other incredible people showing off their hard work and wacky projects.

TIKATMOS-FullSetUp
TIKATMOS-Interface

We learned a lot from the showcase, mostly that people love the retro futurism vibe, and our odd little interface games.

Showcase-01
Showcase-02

There is definitely more work to be done if we want to continue pushing this project forward, but it really came together.

commitApr 28, 2022, 07:40Matt Bethancourt
4eb9e8eCustomers updated so that "No Response Needed" is now an option. If you say anything at all to these customers, they leave
commitApr 29, 2022, 15:30Matt Bethancourt
1461320ATLAS Expo Build

IndieCade Nomination

TIKATMOS was nominated for IndieCade!

We are so excited to have TIKATMOS at IndieCade 2022! More updates to the game coming soon!

commitOct 7, 2022, 22:02Matt Bethancourt
51d4d2dIndieCade prep is a go!

Wishing Fountain Scene

One update from the refinment pass we are taking on the game is to change from the old pong game to a similar but different idea - granting and denying the wishes that come through the coins tossed in the mall's various fountains.

This is still a concept being tested and a final graphics pass should help link this game in with the other interface screens, but conecptually we are very excited about it.

Scene-FountainV1
commitOct 11, 2022, 07:48Matt Bethancourt
605f1faChanged pong so that you're catching and granting wished from the fountain? And added a calendar
commitOct 11, 2022, 21:05Matt Bethancourt
c230bb2Now we can dynamically add in any mall events that we want by editing the Mall Event Calendar google doc
commitOct 13, 2022, 22:29Matt Bethancourt
1a6f1d9Waldo fixes - new task system and labels
commitOct 16, 2022, 01:01Matt Bethancourt
6076cf8Traffic Game rebranded as Escalator Game and rebuilt. There's some fun stuff in here now. Left knob increases escalator speed; Right know decreases it; pandemonium ensues
commitOct 17, 2022, 14:47Matt Bethancourt
e871609TunerManager now gets reset each time we finish with a current customer

Alien Font Update

Just an alien font, for all your alien font needs!

TIKATMOS-Font

Below the new font can be seen implemented across a few different interface scenes, adding the additional task of 'translating' the written text to be able to read it inside the game.

We didn't want the font to be too difficult to approach, with fun shapes combining to create letter forms similar to the latin alphabet equivalent, but it does a lot to bring the overall aesthetic of the game further into that retro-futuristic look that we have been going for.

Font-Directory
Font-Events
Font-Tuning

If you'd like to download the font for your own alien needs, check it out inside the project files!

Standby Scene

With the addition of the new font, we decided it was probably high time to update that old classic standby screen to something a little more custom. It also involves more animations that really bring the interface screen to life.

TIKATMOS-StandbyScene
commitOct 19, 2022, 15:50Matt Bethancourt
7b9c038Implementation of TIKATMOS font and added Waldo Reactions
commitOct 19, 2022, 16:45Zayna Sheikh
3a551c5Standby Screen Animations + Implementation
commitOct 20, 2022, 13:58Matt Bethancourt
6a137e5Update WishingFountain PaddleSpeed
commitOct 20, 2022, 17:21Matt Bethancourt
09bb60dTranslate functino for the Calendar
commitOct 20, 2022, 17:52Matt Bethancourt
2c3091fquote management
commitOct 21, 2022, 01:47Matt Bethancourt
3e9264cBetter Escalator floor shifting courtesy of your good friends Lerp and Coroutine
commitOct 21, 2022, 01:48Matt Bethancourt
b99588eMore reasonable escalator speeds (hopefully) courtesy of your good friend FixedUpdate
commitOct 21, 2022, 02:01Matt Bethancourt
29c0c27Added variables for knobSpeeds to MusicManager for fine tuning with the external device

Wishing Fountain Graphics Pass

As promised, an updated graphics pass on the Wishing Fountain Scene, with added sparkle particles!

TIKATMOS-FountainScene
commitOct 22, 2022, 17:44Zayna Sheikh
f006040Added Wish Making Sparkle Effect
commitOct 22, 2022, 19:20Matt Bethancourt
52d2e40Second coin added to the fountain (with the possibility to add as many different coins as we want! wink wink)

New Characters Implementation

Adding in more characters has always been a goal but this time, we got in a whole new set! Each arc of the game might have new characters, returning ones, or multiple paths for you to help them down. It's up to you, the fearless information kiosk helper to do your best to assist all patrons of the Mall of Space.

Window-FrogChair
Window-Stroller
Window-Chair
Window-SegwayCop
Window-Dresser
commitOct 24, 2022, 19:56Matt Bethancourt
f3aaeebAdded more control to global variables, added possibility of progressing through the characters on the fly. New characters

New Knobs!

With final touches, comes the new and improved playful kiosk knobs!

NewKnobs
commitOct 25, 2022, 05:12Matt Bethancourt
0f2a15eRedone map now dynamically loads store codes
commitOct 25, 2022, 14:18Matt Bethancourt
023c6a7Uploaded all Calendar Events and misc. tweaks
commitOct 25, 2022, 18:27Matt Bethancourt
e19e189Sound design tweaks for the SpeechTuner

IndieCade - Beyond the Screen Interview!

IndieCade Twitch Link

And we did it! The TIKATMOS interview is live on twitch! Feel free to check that out and see our lovely faces talk about our weird and wonderful creation!

IndieCade-Stream

And a huge thanks to IndieCade and the Beyond the Screens team for having us on the show!

commitOct 26, 2022, 13:53Matt Bethancourt
2178734End of incorrect responses moves the conversation forward / New final character
commitOct 26, 2022, 15:56Matt Bethancourt
e55f7d5Zayna's requested dial-tuning fix

IndieCade - Live Action Award Winner!

We really did it this time! TIKATMOS is proud to have been awarded the Live Action Award from IndieCade 2022! Thanks so much to everyone who played, reviewed and watched our interview!! It's been an amazing ride and the whole team is stoked to have been able to be a part of this years awards!

IndieCade 2022 Awards

buildSep 28, 2023, 17:27
Final

e55f7d5