Starbound health check

Hi guys So it’s no secret that a bunch of early access projects have run into trouble lately. From running out of money to ceasing development for political reasons. It’s not the best time to be a part of the early access party and it’s easy to see why people are worried about the health of the Starbound project. I wanted in no uncertain terms to assure everyone that there’s no chance of Starbound going that way. Not only is the development of Starbound extremely healthy. (More so than it’s ever been in fact, with more team members than ever […]

Wayward Tide:​ Tools Developer

Hey there! We’re looking for an experienced Engineer to join our Wayward Tide team. 🙂 The role will suit a programmer who is looking to increase their skills in game development or functional programming. Your main responsibility will be developing tools which will be used by our designers. You may also be involved in puzzle design, engine development in Haskell, or algorithm design for procedural generation. You are encouraged to contribute in other ways as your skills allow. We are looking for someone who feels passionate about delivering software, and has a love of making (and playing!) games. A strong ability […]

Wayward Tide : Technical Info

Game development is not some black art; there are tools, tutorials and libraries freely available for anyone to get started. So why have we decided to move away from that and write Wayward Tide in Haskell? Just how are we developing this game? WARNING: this is about development, not about the game. Please adjust your expectations accordingly! A Bit Of Detail We’ve split the development of Wayward Tide into two streams; asset and game content is independent from engine development. This split is really helping to keep the game data-driven, a decision we made to make it easier to mod […]