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The business card trading card game

We will be attending gamescom 2012! We won’t be having a booth, we’re mainly going there for business. I figured that we needed business cards, so I made some. I thought it would be fun for our business cards to represent a game. And by represent a game, I mean *be* a game.

Maarten Wiedenhof
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Resharper

Dear Resharper, I wanted to tell you about my feelings in person but then I thought I would write them in a letter since you’re not really a physical entity. Resharper, I have been in love with you for the past few years. It is only now that I cannot bear to keep my feelings […]

Bas Zalmstra
CodingLulz

And a preview at that!

And because Wesley still had some time left, he also did a preview. He based it on the alpha play session he had while he was at our office. You can now read the first ever account of Reus’ gameplay.

Manuel Kerssemakers
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FOK! interview

We had another (Dutch) interview. This time with Wesley Akkerman from FOK!. He also made some pictures of our abbey, disclosing important trade secrets about our traditional game-crafting progress.

Manuel Kerssemakers
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Reus pitch sheet

Even though Reus features enormous giants, we can summarize it on a single sheet of A4 paper. Shrunken Abbey developers explain:

Manuel Kerssemakers
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Our monastic order

As you know Abbey’s monastic order works hard on Reus, our god game in the making. Through the week we dress appropriately to our devoted work: robes and hoods and that sort of stuff. Today however, it is casual Friday, possibly followed by a casual Monday next week. You can find Jacco, Bas, Dennis, Adriaan, […]

Manuel Kerssemakers
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Improving the environment

Hey folks, The past two days Bas and I have started working on graphics. So we tried to look at the game from a fresh perspective and started improving. Ugliest things first, working our way up. Here is a quick screenshot, before and after two days work. Note that as always, these images are not […]

Maarten Wiedenhof
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Putting god back into god-games

From this post on, I will be revealing features of our new game bit by bit. To keep things interesting for game design purposes, I will also elaborate a bit on that feature. Today we start of with a nearly divine subject! God games! Reus Features! You might have noted that we’re making something with […]

Adriaan Jansen
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Before we started making Reus, Bas and me were kind of experimenting with our capabilities. We agreed to make a few shorter games to find out where our strengths were and to measure our planning capabilities. It started out pretty good with Llamapalooza, which we made in just a few days and without real hick-ups. […]

Adriaan Jansen
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Reus Announced!

Dear friends and followers, we are proud to tell you that today we oficially announce our debut game: Reus. Many people have already played our previous game: Tinytanic, which we made in a week, but Reus is something entirely different. It is our big passion project we have been working on for little over 8 months in […]

Manuel Kerssemakers
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