We are delighted to confirm that the sales of Gremlins, Inc. across Steam, Humble Store, Sonkwo and GOG by now exceed 100,000 copies sold!
Where do players of Gremlins, Inc. come from?
ːfireappleː THANK YOU SO MUCH FOR BELIEVING IN US! ːfireappleː
It's been quite a journey for Charlie Oscar:
ːhypnoheartː 2013
The studio is founded as a 2-man team (based in Stockholm and in Kiev); we agree on the idea of Gremlins, Inc. and we start with the first concept art. We have little clue about how the final product will look like, and our development pipeline (the process from idea to realisation) does not exist yet. A lot of work will need to be redone at a later stage.
ːhypnoheartː 2014
We are now 3 people, and pre-production on Gremlins, Inc. is in full force throughout the year. One of us visits Vilnius and loves the Old Town and the country so much that he relocates there from Stockholm. Our new colleague brings on board his own server technology, making possible to build a cross-platform multiplayer game that we wanted all along. There's a lot of prototyping as we're searching for the exact look of the playing field.
ːhypnoheartː 2015
We are now 5 people, and 3 of us have now moved to Vilnius for good – plus one more new colleague is a local. The first playable beta is produced early in the year and we work six days a week as the production stage heats up. In the middle of the year we run out of money and we are saved by our friends at TaleWorlds. In October, Gremlins, Inc. is finally released on Steam Early Access – with the sales of just a few hundred copies at first. We keep crunching, released updates first weekly, then bi-weekly. The rating of the game climbs to 91% positive.
ːhypnoheartː 2016
We are now 6 people. Gremlins, Inc. launches on Steam as a full release in March, and just in the first month sells 3 times more copies than in the whole period of 5 months in Early Access. We develop and release 3 cosmetic DLCs, which will go on to sell over 50,000 copies. We introduce free in-game items and start to see as many as 40,000 player-to-player trades every month. The studio is finally making ends meet, and we continue to add content to the game – as well as develop a standalone offline version for those without constant Internet access. We release on Sonkwo in China. The Chinese and the Russian audiences shape up to be our two most-important non-English markets.
ːhypnoheartː 2017
We are now 7 people. The new person joins to start full-time on Spire of Sorcery, our studio's next game (an open-world dark fantasy post-apocalyptic indirect control exploration strategy). We start with the concept of "seasons", adding new content and new features every three months. In February, we add special content themed after Chinese New Year – and set a sales record. In March, we release the offline edition of the game, Gremlins vs Automatons, as a free add-on to all the owners of the game, and run our first big sale, setting yet another sales record. We release Gremlins, Inc. on Humble Store with great success during their Board Game Week. We release Gremlins, Inc. on GOG, with cross-platform multiplayer.
ːhypnoheartː WHAT'S NEXT?
Our plans for 2017 and 2018 are to continue creating new content and new features for Gremlins, Inc. We keep testing new cards that will be introduced to the game over the coming seasons. When we launched in 2015, we promised that once the game sells 100,000 copies, we will start working on the second playing field – and this is what we're starting with, this month. You may have already seen its design on our YouTube channel. Now we need to find a way of actually making it happen in the game. At the same time, we are already a few weeks into the pre-production and even early production of Spire of Sorcery. This is the first time when Charlie Oscar has two games being developed at the same time, and we're thrilled with this opportunity!
And here's what we learned along the journey:
ːsteampunkː we are a small studio but we can make big things happen, because of our teamwork and how everyone has everyone's back covered;
ːsteampunkː we make games because of the pleasure that we get when we see players being happy; this motivation is the one that runs the deepest; we have over 1,500 reviews by now, and still we read each new review;
ːsteampunkː we can run our business based on the idea of creating original games; from the digital board game to the open-world indirect strategy, we want to chase our dreams – making stuff that hasn't been made before;
ːsteampunkː our games are never, ever really "finished" – there's always one more feature and a bit more content that we will make, and ship; running continuous updates is not a luxury or afterthought, this is our development model;
ːsteampunkː the community of players made a huge contribution to how the game evolved; the feedback from the community is the most valuable input that we take into account when making design and development decisions;
ːsteampunkː finally, we do not think of our games as being in just one language (English), we launched Gremlins, Inc. in 12 languages and the feedback from the Russian, Chinese and Japanese communities has been amazing; we will continue to release our games in at least 6 main languages: English, Chinese, Russian, Japanese, German and French.
Thanks for sticking with us for the ride, and we hope to see you in the game later this month when the Summer Season will kick off with new features and new content! ːsunnyemoː
[ 2017-06-02 13:34:25 CET ] [ Original post ]
- Gremlins_Linux [957.92 M]
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This is an intense strategy board game in a steampunk world of corrupt capitalist gremlins who compete for money, political power and prestige. Save and invest, steal and extort, arrest and get arrested – in single-player and multiplayer modes, with ranks and ladders. Unleash your inner gremlin!
HOW DO YOU PLAY THIS GAME?
Gremlins, Inc. is designed for 2 to 6 players, in multiplayer or in single-player mode (with AI bots). Each player has 6 cards on their hand (replenished from the same deck), and uses them to move around the playing field and to perform a number of different game actions. There is a lot of interaction with other players, and duels are significantly different from 3-player or 4-player games. You play for score limit, or rounds, or for time limit in custom or ranked sessions (with matchmaking by rating). Password-protected private sessions are also available.
HOW LONG DOES IT TAKE TO PLAY ONE SESSION?
The game offers different session settings to make them fit your available time, and single-player mode offers automatic Save/Load function at every turn so that you can take a break whenever you want (multiplayer mode offers re-connect functionality as long as the session is still in progress). A quick duel for 20 score points with a fast timer can finish in under 20 minutes, while a 4-player session for 60 rounds can last for 2 hours or more.
SHORT-TERM AND LONG-TERM STRATEGIES?
There are different types of cards in the game (permanent, regular, secret and criminal) and as each card can be used either to move or for action, you will develop both short-term and long-term strategies for making the most out of where you are, and what you have in your hand. Normally you spend half of your game time accumulating things, and another half controlling other players (stealing, arresting, making them pay a fine, initiating player conflicts, and so on). The more you play, the more new strategies you will discover, especially when combining the effects of several cards played in a row.
MAKE DECISIONS, PLAN YOUR MOVES
- This is an intense strategy game: make decisions at every round! Plan your moves, then adjust to the actions of the other players and new cards drawn.
- The design of the playing field and the layers of optional features allow for a variety of strategies. The more you play, the more roads to victory you discover, using a combination of features based on the particular setup of the session.
- The game offers a resource system that allows for many comebacks even after you're robbed or arrested (or both). With score, money, votes, malice, income and bribes, the tension remains until the very last round.
- In this game, you have to be mean to win: not letting the others to score is as important as scoring yourself. The only true moment of unity in a multiplayer session is when everybody's united against the player who's about to win the game. Earn and steal resources, set traps, arrest, initiate Player Conflicts, bluff and climb up the political ladder to become the Governor.
- The multilayer mode of the game features a system of ratings, ladders and ranked sessions: compete in a specific league, and take part in the regularly organised tournaments (normally, over 1,000 players participate). A system of anonymous masks allows everyone to compete on equal terms in a ranked session, so that you can't really disregard someone as a newbie player, or target a veteran as your prime suspect in a political race.
- In addition to the multilayer mode, the game offers 9 single-player challenges plus the option to create custom single-player sessions with different AI bots (with each major update, we keep adding new challenges).
FACTS & FIGURES
- The game currently features 169 cards in the main deck: permanent, regular, secret and criminal, each with a hand-drawn steampunk illustration (with each major update, we keep adding 1-2 new cards to the core deck).
- The game also features 34 telegrams of Misfortune in the Misfortune deck: send and receive events that may disrupt another player's plans, or significantly improve your own standing (with each major update, we keep adding 1-2 new cards to the Misfortune deck).
- Chaos Cards: an optional set of 6 cards available to every player in the game, that changes the dynamics of the session.
- Special Character Abilities: an optional feature that enables 12 sets of abilities unique to each character type, which then defines the core strategy of every player.
- There are 11 locations – the Office, the Plant, the Dump, the Marketplace, the Inferno, the Jail, the Casino, the Court, the Treasure, the Bank and the Astral Plane – and 7 spot types – Danger, Gamble, Police, Income, Bribe, Misfortune and Tribune.
- The game took us three years to develop from concept to Early Access and to full release, and we're committed to the continued support of the community and development of new features and new content. It is the brainchild of Alexey Bokulev, the acclaimed creator of Eador.Genesis. There are currently over 35,000 players of Gremlins, Inc. on Steam from all over the world, including USA, Russia, China, Japan, UK and France. Collectively, players launched over 400,000 single-player and multiplayer sessions since the game's full release in March 2016.
FINALLY, WHO ARE THE GREMLINS?
You think that’s just a pocket watch in your hand, a watch that’s a bit late because you keep forgetting to wind it up? No, no and no – you couldn’t be further from the truth! What you carry around is a whole gremlin town packed into this tiny mechanism: a town with its own bank, its own casino… and even its own jail! Gremlins are the microscopic creatures that inhabit any mechanism that they can possibly infiltrate. If a watch or a telescope malfunctions, then it’s probably due to gremlins who took up a residence there.
More than anything in life, gremlins value money, political power and prestige: prestige that one can claim after completing some sort of a grandiose engineering project. Aside from working on their own projects, gremlins mostly spend their time preventing other gremlins from building something even more grandiose. This they achieve through bribing officials and lying to the electorate, as well through stealing from their competitors - and outright arresting them.
A DISCLAIMER (JUST IN CASE)
We felt it important to note that Gremlins, Inc. is not a free-to-play game. Also, this is not a CCG or TCG: you do not need to buy boosters or packs, in every session the game offers the same deck to every player, and everyone's chances are equal.
OUR DLC POLICY
We remain committed to the principle of continuously updating the game with new features (e.g. special character abilities) and new content (e.g. new cards, new Misfortunes) that come in the form of regular updates that are FREE for every owner of the product. At the same time, from time to time we create and release fun stuff (animations, character portraits, alternative music themes) that is not related to the game mechanics, as paid DLCs. If you like it, you can support our efforts by your purchase. However, there is absolutely no pressure to own any of the DLCs in order to play the game or compete in the tournaments.
IMPORTANT NOTE ABOUT ONLINE CONNECTION
Gremlins, Inc. was designed as a digital board game with the multiplayer mode at its heart. This is not to say that we don't like single-player – we do, and there's a separate section with the single-player challenges as well as the mode where you can create any custom single-player session that you like. However, the architecture of the game is built in a way that allows us to continually update the game mechanics and AI logic, which for this reason is processed entirely on the server side. Therefore whether you play Gremlins, Inc. in a single-player mode or in a multiplayer mode, your game client needs to be connected to Steam, and game's server, at all times. If you are looking specifically for a game that can be played offline, then Gremlins, Inc. in the current state is not the right product for you. An offline-only version of the game is currently in development for release later in 2016.
AMSTERDAM AND SINGAPORE SERVERS
The game currently supports 2 separate servers: Amsterdam and Singapore. Players are able to check their ping value for each of these servers, and play on the server that is the most convenient. Each server has its own player ladder, statistics and player profiles. Most players choose Amsterdam, since ping to Amsterdam from anywhere in the world rarely exceeds 300. However, as we saw more and more players from the Asian region join the game, especially from China, we added the server in Singapore in order to be able to offer faster connection specifically to these players. We hope that this works well for every player, as good player experience is our top priority. We will continue to monitor the quality of our server/client connection in order to adapt the servers to the changing requirements and we thank you for your patience.
- OS: Ubuntu 12.04
- Processor: Intel PentiumMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: internalNetwork: Broadband Internet connection
- Storage: 1 GB available space
- OS: Ubuntu 12.04+
- Processor: Intel Pentium 3+ generationMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Geforce 9XX or AMDNetwork: Broadband Internet connection
- Storage: 1 GB available space
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