Category: Development

Six months later

Hello again! It has been a while – we had originally planned to post more immediately following the release of Backworlds in February, but then the pandemic happened and everything was cancelled. With everything that has happened since – both in the world and for us personally – it has taken us a while to…
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Backworlds out now!

We are very happy to announce that Backworlds is officially out and available to get on Steam! The modest puzzle-platformer we have worked on for the last few years is finally ready for the world and we hope to see people dismantle its puzzles and reveal its secrets.

Happy 2020!

Happy New Year! As usual, we are fashionably late due to traveling and other obligations. It’s been another busy year for Backworlds where we have been focusing on the tail end of production and preparing for finally getting it out the door.

Some Thoughts on the World Editor

The Backworlds executable – at least the development version – contains most of the functionality we need to change the design in-place, and this has been how most of the day-to-day development has been done. While the level editor is layered on top of the game and more reminiscent of a cheat mode than an…
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On exhibiting

Hello! Convention season is upon us. We currently do not have any appearances planned for Backworlds, but having been part of shows as an attendee, an exhibitor, staff and also part of the group evaluating what games get approved for inclusion and not, I thought I’d take this opportunity to talk a little bit about…
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Happy New Year 2019!

Hello! Once again we were out traveling over the holidays so this post goes up a bit later than usual. While we have been public with our development ever since we first came up with the idea for Backworlds, in 2018 we put a bit more effort into showing the game to the world –…
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An Assortment of Small Spooky Updates

Halloween has come and gone again, so as have been our habit the last few years we will revisit the graveyard of buried ideas. Without saying too much, this will (hopefully) be the last time we do this so instead of focusing on just one mechanic, read on to learn about a few different designs…
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Appearances at Gamescom, PAX West, EGX

Hello! as alluded to in the previous post, this will be a busy fall for Backworlds – we are currently scheduled to appear at the following events: Gamescom – Indie Arena Booth – Cologne, Germany, August 21 – 25 PAX West – Indie Megabooth –  Seattle, U.S.A., September 2 – 3 EGX – Birmingham, U.K.,…
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Retrofitting data

The last couple of months we have spent preparing for what looks to be a busy fall, we will have more to say about that in coming updates but for now I am going to stick to the somewhat dry topic of data inheritance.

Happy New Year!

Juha and myself have both been traveling recently so this update is a bit later than usual – like always, I spend the holidays back in the winter darkness of Sweden hacking away at the thornier parts of the Backworlds codebase. Recently this has been less about making fancy new features and more about cleaning…
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