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-Fixed an issue with lamplight bot being clickable. -Fixed an issue with 3 translations and dialog options not being respected.
An insane amount of thanks to Ed from WEG discord for finding these issues instead of patching Fallout 4, so here's a breakdown. -Fixed an issue with mouse being turned off in Gospel. -Fixed a disparity with translations and Gospel. -Fixed an issue where saving and loading uis could be brought up inside the Gospel.
As 2025 begins, we wanted to take a moment to express our gratitude for all the incredible support we've received this year -- a big thank you to our amazing friends, fans, players, testers, translators, and teammates! Your enthusiasm and dedication have been crucial to everything we've accomplished. Here's a quick overview of some of our major achievements this year: Primordia The big update for 2024 was Marauder Film exercising the option we signed years ago, which gives Marauder the right to produce a Primordia movie. While this doesn't guarantee the film will get made, it's an exciting development! At the outset, I was very hesitant about agreeing to an adaptation of Primordia, as the world, characters, and story are so near and dear to my heart. Still, after seeing my teammates' enthusiasm and Bastiaans evident excitement for the project, I was persuaded. It's going to be interesting to see someone else's story and take on our creation, and the Marauder team seems excellent. Meanwhile, James has continued to polish and support the game, the proverbial Man the All-Builder returning to perfect his creation, with a number of small bug fixes and improvements. Strangeland Late in 2024, the lead on Strangeland's Turkish translation reached out to me and James to let us know that he had gone back through and revised it, line by line, because he wanted the translation to do the game justice. He sent us a touching note, explaining how much video games had meant to him growing up, and adding: [quote]This perspective is what makes meeting individuals like you such a joy for me. Learning about your journey as developers and reading about the experiences that shaped your creative vision has been profoundly moving. Its clear that your work isnt just about making games but about creating meaningful art that resonates with people on a deeper level.[/quote] These kinds of messages mean so much... as I've said for years, the connections our creations make with our players is like calling out into the void and hearing a friendly voice answer back. Knowing that something we poured ourselves into matters to someone else is the whole reason for creating indie games. Strangeland also got a first pass at a Spanish translation right at the end of the year, and we're hoping a final, integrated version will be ready by May. These translations spring from the incredible generosity of our fans. I've enjoyed working with the translators on both Primordia and Strangeland to make sure the "voice," themes, and wordplay come through as much as possible -- a daunting task. There's always a fair bit of technical work for James in implementing them, and given this time commitment, these may be the last translations we do for a while. Still, it's satisfying to look back at the many translators and translations we've had the pleasure to work with and on over the past decade! Fallen Gods This year marked a significant milestone for Fallen Gods, our longest-running project, now approaching its 11th year! While we're not quite there yet, we're in spitting distance. The core content and engine are firmly in place, meaning 2024 was about refining and adding the finishing touches. That included features such as the tutorial, ending slides, world map, quest log, scoreboard, and run summaries. Art-wise, we completed a major UI overhaul; refined, replaced, or added dozens of illustrations; and added pixel art for new combat animations, diagonal movement sprites, and map details. On top of that, we expanded the game with more events, music tracks, sound effects, and voice-over nodes, while enhancing the ambient soundscape. There's still a bit to go, but we're committed to ensuring Fallen Gods is as polished as possible before we cross the finish line. One nice thing about the development of the project is that we're not beholden to any timetable. Website Overhaul In collaboration with Nicolas Dekaise (developer of Enoch: Children of Fate) and superfan James Boehme, we finally gave our website, www.WormwoodStudios.com, a much-needed overhaul. I'm not sure how much traffic developer websites even get these days, but we wanted to present our games in a cleaner, more attractive way. Sundries Finally, in Wormwood-adjacent news, the amazing Carbonflesh (which James has been working on forever) got its reveal and a demo, as did Infinity, the very first commercial game I ever worked on as a writer/designer (a quarter century ago!). And Iron Tower's Colony Ship, which I had the pleasure to consult on, had its final content patch, the culmination of many years of development. As anyone who's been through it knows, RPGs take a long, long time to make. I just hope that when Fallen Gods finally crosses the finish line, it's as great as these three games are! - Mark
- Primordia no longer autosaves during the intro part [to avoid players accidentally overwritting their saves] - Few italian translation fixes. - OSX now has an arm 64/intel executable [thus no longer requiring the installation of Rosetta 2] - Added a failsafe to avoid crispin sounds from happening when crispin is not moving.
-Fixed an issue with the gospel music getting stuck. This is an infamous bug, I've seen it happen only twice in the span of 11 years or so, and finally found it and squashed it.
Finally after long testing we've managed to fix a bug that while random has happened to a few people over the years. -Fixed a crash bug with wiring UI. [if you know, you know, otherwise spoiler free] -Fixed a repetition of a quip in the same UI to avoid annoying players.
Tiny patch: -Ed a wonderful user on the WEG discord, reported a bug in regards to a music track not playing in a specific point in the game, on specific circumstances, cannot explain further cause that'd be a spoiler.
Early today, Marauder Film exercised its option to purchase the rights to make a cinematic adaptation of Primordia! Its another major step forward, even if the final destination is still a good ways off.
This journey started five years ago with an email from Bastiaan Koch (head of Marauder Film) to Mark Yohalem (Primordias writer/designer) asking about the possibility of adapting Primordia. Bastiaan is a movie-industry veteran with decades of experience on films like Pacific Rim, Rango, and Ready Player One.
Given the overwhelming enthusiasm from co-creators James Spanos (Primordias coder) and Victor Pflug (Primordias artist)and after meeting with Bastiaan in person and seeing how enthusiastic he wasMark got over his uncertainties, and we all signed an option with Marauder Film. It seemed like an impossible dream, but bit by bit, Bastiaan worked to turn that dream into reality. He enlisted Walker McKnight, Winner of the Academys Nicholl Fellowship screenwriting award, to write a treatment and then a screenplay, and brought in his team of artists to develop the projects look.
Over the years of that development process, Bastiaan spent hours talking with each of us about what Primordia meant to us. When he shared Walkers draft script in January 2023, we each responded in our own style. Mark told Bastiaan about his Aunt Virginia, whose poem The Inheritors was so inspirational for Primordia, explaining that in another poem, she imagined undergoing a sea-change that would bring new joy to others: Shape me and shine me into a sea prize / Found by a boys / Quick eyes in glad surprise. / Sea, sky and sand, / Let me one day / A small childs happy summer memory. Vic invoked the film franchise that inspired his artwork on Primordia: This is just fantastic in every way. It feels a bit like the sequel to Aliens to mepunchier and more action oriented than the original, but told in the same universe and the same world, with the same vision at its core. James was simple and direct: Exciting!
As you can see from the poster, and as weve talked about before, this is a Marauder Film project, not a Wormwood Studios one. Our game is a jumping-off point, but Marauder is not simply making a non-interactive version of Marks story with an HD version of Vics graphics. Cinema has its own imperatives and strengths, and Bastiaans team members have their own distinctive talents as storytellers and artists, even if they dont have a coder like James!
We hope Marauder Film brings new players to the game we made so many years ago, and its fascinating to watch another team explore and build upon our creation. Well keep you posted as we learn more.
Happy birthday to Primordia! Today marks 11 years since its release!! And we have worked on a big patch. A list of specific follows below, but I'd like to prefacing it by saying, that we love your support and your encouraging words over the years. Myself and Mark have constantly put work into Primordia primarily to reward the players for their faith in us and in the game, inherently. I hope everyone has a wonderful time playing the game during the holiday season, that's almost upon us. Thank you so much, I can't stress that enough!! We love you! Primordia Patch Notes: ---------------------- 1) Ctrl-G now switches between MOUSE/KEYBOARD to skip speech and MOUSE/SPACE. Essentially this means when the only keyboard key that will work is space and any mouse click will also skip the dialog/speech lines 2) Re-arranged options/settings in the OPTIONS/SETTINGS UI, so that they make more sense. 3) Added OPTIONS/SETTINGS on the Main Menu Screen [bottom right, there's a cog/gear] 4) Added an extra option that defines whether mouse/keyboard/time is how dialog/speech progresses or mouse/keyboard meaning it will remain till the player clicks or hits a key. 5) Added an extra option for text, which is Voice Only. Any voiced lines that are difficult to read or like boops or bleeps, will still appear on screen, but this essentially allows players to play the game, without text visually appearing on the screen. 6) The game has been upgraded to 3.6.0.50 version of the engine, saves will not break to our testing, but in case they do end up breaking, you can revert to the previous version of the engine. The reason why we change to this version, is because it fixes a lot of visual issues and compatibility issues with input devices [mice and keyboard]. It also allows the game to run at more likely a desired and proper resolution for the player. 7) Fixed the infamous issue with the "Three Musketeers" and "We're all in this together" achievements. 8) Fixed an issue with Crispin disappearing. 9) Now settings persist through saves [meaning your settings will now be the same for all your saves] - If you want to revert to the older Primordia, opt into beta channel "351primordia"/"Primordia AGS 3.5.1", password is "olderprimordia". Here's a small guide. 1) Right click on Primordia, go to PROPERTIES. 2) Properties 3) Betas 4) typing in that text input box "olderprimordia" WITHOUT QUOTES, hitting check code 5) Hitting the blue button that will appear 6) The game will begin downloading files and once that's done, your saves will still be there and ready to be loaded.
As I've mentioned before, a couple years ago we were approached by Bastiaan Koch of Marauder Film about adapting Primordia into TV or film. Bastiaan is an acclaimed VFX artist able to push the visuals to the next level, and he has had a longstanding interest in post-apocalyptic settings and robots, making him a great match to our game. (Just to hit a few of the highlights: Bastiaan is a VFX Supervisor at FuseFX and a veteran of LucasFilm, and he's been a part of three Oscar-winning and five Oscar-nominated VFX teams.)
As anyone who has worked in the industry knows, it's a lot easier to express interest in adapting a game than to actually adapt one, particularly when the game wasn't trying to be "cinematic" at the outset (the way modern AAA action games are, for instance). But Bastiaan has stuck with the project doggedly -- through a pandemic, no less -- and, along with others (including Walker McKnight), has put together an initial screenplay and outline for a Primordia movie. Walker is himself the winner of the Academy's prestigious Nicholl Fellowship for screenwriting.
What they've crafted is not "Primordia the game in a screenplay format." Instead, Bastiaan and Walker found the elements of the game that resonated with them most, and as well as the elements that go best in the cinematic medium, and then they added a great deal of themselves and their own vision into the project. That's how it has to be. The thought of folks creating something out of Primordia without putting their own souls into it would be terrible! A theme of Primordia is humanity's inheritors taking responsibility for building a new world rather than mechanistically sticking to their programming in a context where it no longer made sense! So too with this: if Marauder manages to pull this off (and so far, Bastiaan has proven indefatigable), they will bring forth a new world of Primordia, rooted in the old one to be sure, but suited to new creators in a new context.
As a jumping off point, here are some thoughts from Bastiaan:
And if you're curious, here's a look at one of Bastiaan's original projects, which has been picked up by Netflix:
[previewyoutube=Bmq6MIeEQ-0;full][/previewyoutube]
All of that is to say: exciting times! I'm hopeful that we'll be able to share more concrete elements with you as the project goes on, but either way, we're proud that our little game has inspired such an undertaking.
Mark, Vic, James
Over the next few days, we will be sharing our reminiscencesabout developing Primordia. But first, a few numbers.
We are very very thankful, to not only release one translation, but two of them at the same time! The translation teams have worked endlessly and tirelessly to get this done, and we are extremely proud to share their work with the public! ENGLISH I'm extremely proud that *Primordia*, which has a special place in my heart and reminds me of the good old days and the beautiful people of the past, is the first localization project i have ever attempted. I wanted to experience this feeling and experience in a very special and sincere production and thanks to the indiewords team, especially *Gkhan Kocaman*, i achieved this dream. I would like to extend my endless thanks to the entire development team and indiewords team, especially *Mark Yohalem and Jim Spanos *, who approached us very sincerely to experience the game in *Turkish*. I hope you experienced this work with the same pleasure, which i did by escaping from the chaos of daily life, especially in the peaceful silence of the night with a cup of coffee. With respect and homage to my grandmother *Cevahir Aslan*, who will always live in my heart. Semih Gkbayrak TURKISH Bende ayr bir yeri olan, gemi gzel gnleri ve gzel insanlar hatrlatan Primordia'nn hayatmda giritiim ilk yerelletirme almas olmasndan son derece gururluyum. Bu duyguyu ve tecrbeyi olduka zel ve samimi bir yapm zerinde tatmak istemitim ve bu hayalime bata Gkhan KOCAMAN olmak zere indiewords ekibi sayesinde kavutum. Oyunu Trke olarak deneyimleme konusunda bize olduka iten yaklaan bata Mark Yohalem ve Jim Spanos olmak zere Primordia'da emei geen tm gelitirici ekibe ve indiewords takmna sonsuz teekkrlerimi sunuyorum. Gndelik hayatn karmaasndan kap, zellikle gecenin o huzur veren sessizliinde bir kupa kahve eliinde son derece keyif alarak yaptm bu almay umarm sizler de ayn keyfi alarak deneyimlemisinizdir. Her zaman kalbimde yaayacak olan anneannem Cevahir Aslan'a sayg ve hrmetlerimle. Semih Gkbayrak Instructions: 1) Right click on Primordia in your Games Library 2) Properties 3) Languages 4) Select either Turkish or Hungarian 5) The game will begin downloading files and once that's done, you can enjoy the game! (Note: If you have a savegame already, unfortunately you cannot continue your progress in Hungarian or Turkish, you have to stay in that version of the game, or switch to Hungarian/Turkish version of the game, and start over)
-Fixed a typo on a kiosk entry. -Fixed an issue with Crispin scaling in the Underworks.
Hello, everyone! In our attempts to keep Primordia always updated and playable, we've passed the verification process of Valve, and Primordia has now moved from playable to verified! To enable our players to move their saves from and to the Steamdeck, we've decided to upgrade the Windows version from 3.4 and 3.5.0.26 That means that issues like that red border and other glitches with the OPEN GL renderer, are now fixed. We want to ensure that you are able to continue your progress prior to the update, so if you have savegames before this update, you can revert to the previous version of Primordia, and resume your progress. We're also providing savegames in key-parts of the game, to help you move to the new version, if your heart so desires. - If you want to revert to the older Primordia, opt into beta channel "oldprimordia", password is "oldprimordia". Here's a small guide. 1) Right click on Primordia, go to PROPERTIES. 2) Properties 3) Betas 4) typing in that text input box "oldprimordia" WITHOUT QUOTES, hitting check code 5) Hitting the blue button that will appear 6) The game will begin downloading files and once that's done, your saves will still be there and ready to be loaded. BELOW ARE SAVES FOR THE NEW VERSION: - Here are saves in case someone needs em! http://primordia-game.com/Files0/Primordiasaves.zip If you want, u can extract them into your saves and load the relevant names. Your saves are located at: 1) Windows: %USERPROFILE%/Saved Games/Primordia 2) LINUX: ~/.local/share/ags/Primordia 3) OSX/MAC ~/Library/Application Support/Primordia
Next week, as part of our decade-long support of Primordia, we will be updating the game's Windows build. This build will improve the game in significant ways, including: ensuring save-game cross-compatibility with Steam Deck, Linux, and MacOS; integrating the Italian translation; and resolving issues with both OpenGL and Direct3D. Unfortunately, the updated build will not work with saved games from older builds. If you want to continue saved games from older builds, you will be able to revert back to the current version using three simple steps that will be described in the news post associated with the update. We are sorry for this inconvenience, a persistent problem with the AGS engine, and we appreciate your understanding. If you want to lock current version of Primordia (and not get the update) you can do the following: Here's a small guide. 1) Right click on Primordia in your library, go to PROPERTIES. 2) Properties 3) Betas 4) Type in that text input box "oldprimordia" WITHOUT QUOTES, hitting check code 5) Hitting the blue button that will appear
We're quite late with this, but finally, almost a decade later, we listened! So, for the first time ever [besides GOG where it has always been available], the Official Soundtrack that accompanies the game, composed by Nathaniel Chambers, is available! Hope you enjoy <3
2021 was a momentous year for Wormwood Studios, with major achievements on Primordia, Strangeland, and Fallen Gods.
Exactly nine years after Primordia's release, we are honored to be able to share an Italian translation, courtesy of the hard work of Marco de Vivo, one of the tireless volunteer translators who have helped make Primordia available to players around the world. This Italian translation is particularly important to me because the humanistic themes of the game owe so much to Italian writers such as Calvino, Levi, Buzzati, and Ecco, whose works I have only been able to enjoy thanks to translations into English. To give one specific example, this sentence from Invisible Cities rolled around in my head while creating Metropol and the struggle between Clarity and Metromind: "In the seed of the city of the just, a malignant seed is hidden, in its turn: the certainty and pride of being in the rightand of being more just than many others who call themselves more just than the just." It is a great satisfaction, and a humbling moment, to be able to share Primordia back to a culture from which I have received so much.
In order to avoid breaking save games, we are not integrating the patch into the main build, so you will need to follow the steps below to install it. As we always have done, we will provide prompt and continuous support to make sure that any bugs and snags with the translation are taken care of quickly. We hope you enjoy the game, and that it finds another nine years of kind reception from our players.
INSTRUCTIONS:
1) Click on settings [gear] and then select [Properties]
2) Make sure the Updates settings are set to automatic.
3) Select "Italiano" as your language. This will begin updating the game.
If you wish to revert back to your saves and continue your progress without being able to play the game in Italian, change the language to English.
We are humbled by, and grateful for, the support that you have all given Primordia over the past nine years -- from driving Primordia through Greenlight faster than any other game ever, to giving it reviews that for years kept us in the top 20 games on Steam, to creating fan translations, fan art, cosplay costumes and more. We have tried to repay that generosity by supporting the game ourselves, patching it constantly to keep up with evolving hardware, implementing translations and quality of life adjustments, providing technical support and hints, and responding to every review, post, and piece of fan work.
With this nine-year history shared among us, we'd ask that you consider nominating Primordia in the Labor of Love for the Steam Awards -- a recognition that would belong as much to you as players as it would to us as developers.
The likelihood of our little engine-that-could winning a Steam award is very slight, but we might as well give it a shot!
[quote]"Come on, boss, you don't really think this is going to work, do you?"
"No, Crispin, but as Michael Scottbuilt once wrote, you miss 100% of the shots you don't take."[/quote]
-Fixed an issue with speech set from lucas arts to sierra style in Metropol
After many years, we are very pleased to finally release a native MacOS and Linux versions of Primordia. The Windows version has had nine years for us to squash bugs, while the Mac and Linux releases are fresh out of the oven, so if you hit any snags, please let us know as a comment to this post or on the message board, and we will work quickly to address them. In the meanwhile, we hope new players will enjoy playing the game natively!
Every Steam sale we have the pleasure of having new players discover and explore Primordia. Happily, most of those players come away very satisfied, but some of them are disappointed. In hopes of minimizing the latter category, I wanted to share a few notes about the game for new players:
(1) There are no dead-ends and you cannot die. Some of your choices may change the course of the game a bit, but nothing closes off "good" (or "bad") endings altogether. So playing should be a low-stress experience.
(2) If you are unfamiliar with old school (1990s) adventure games, a few tips. You can interact with (left click) and examine (right click) many points of interest in a room. You can pick up, use, and combine many items. Horatio is scavenger and a mechanic, so a considerable aspect of the game is salvaging, building, and repairing machines.
(3) If you ever get stuck, you can ask Crispin for help by left clicking on him. If the hint doesn't help, wait a couple seconds and click on him again for another hint. These are designed to get "stronger" (i.e., more direct) if you continue to pester him while stuck at the same spot. If Crispin isn't sufficient help, you can always consult an FAQ or a walkthrough, though I recommend using that as a last resort and Crispin as a first resort.
(4) Many players think that you are required to take handwritten notes. You are not. The game automatically records all necessary information (and some unnecessary information) in the datapouch, accessible by the toolbar or by pressing D.
(5) Many puzzles in the game have multiple solutions or are optional. One puzzle in particular (involving an information kiosk) often stumps players. It is an optional puzzle
(6) If you want to try a demo, you can find one on the Wadjet Eye Games website, though it's from an older build: http://www.wadjeteyegames.com/games/primordia/ If you want a taste of the setting, you can check out our story "Fallen" for free: http://primordia-game.com/fallen.html
I hope you play and enjoy the game! But if you encounter any technical snags and need assistance, come away unsatisfied, or just want to drop a line, feel free to email me at mark at wormwoodstudios dot com, message me on Steam, or leave a post in the forum. The game's coder and I check these things pretty frequently and will try to make sure that you're taken care of!
Finally, if you enjoy Primordia, check out our recent release Strangeland. It's also an adventure game, but with very different themes (and higher resolution graphics).
[previewyoutube=CBqDgGlGLlw;full][/previewyoutube] Eight and a half years after we released Primordia, we at long last are ready to share our second adventure game, Strangeland. We are grateful beyond words for the support and encouragement we've received over the years for Primordia, and we are hopeful that Strangeland will be a welcome addition. If you're interested, please consider wishlisting: it helps raise the game's profile in Steam's sorting algorithm, and the success of a game on launch makes a big difference for whether it ever gets its legs. https://store.steampowered.com/app/1369520/Strangeland/
https://store.steampowered.com/app/1369520/Strangeland/
Wormwood Studios is delighted to announce that the Steam page for our second adventure game, Strangeland, has now gone live!
You awake in a nightmarish carnival and watch a golden-haired woman hurl herself down a bottomless well for your sake. You seek clues and help from jeering ravens, an eyeless scribe, a living furnace, a mismade mermaid, and many more who dwell within the park. All the while, a shadow shrieks from atop a towering roller-coaster, and you know that until you destroy this Dark Thing, the woman will keep jumping, falling, and dying, over and over again....
On May 25, 2020, Arnold Hendrick, the creator of the revolutionary board game Barbarian Prince and the revolutionary computer game Darklands, was taken by cancer, just shy of the three-score-and-ten years the Psalmist allots us. It is too soon cut off, and we fly away.
I never met him; I know next to nothing of his life story. But all the same, Mr. Hendrick had a direct and significant impact upon me. Our upcoming game Fallen Gods is inspired by both Barbarian Prince and Darklands. Both games are marvelously inventive and brilliantly realized. Sometimes works of fantasy are called escapism. To escape literally means to shed ones cloak. (One can ponder the age of brigandage when slipping a robbers clutches in that manner was frequent enough to coin this expression and put it in common currency.) Mr. Hendricks games were the oppositethe player does not shed his cloak so much as garb himself in anothers clothes. Contrary to the genres name, most RPGs do not achieve this effect. The players role is not that of a hero, but that of a hedge fund analyst, crunching numbers, maximizing upside and minimizing downside. But in Barbarian Prince and Darklands, the player is immersed in the characters and the setting. For a while, he sees a different world through different eyes. A person is greatly enriched by such an experience, while merely shedding a cloakin contrastleaves one a little poorer, even if we sometimes need to escape to survive.
When I began designing and developing Fallen Gods years ago, I tracked down Mr. Hendricks email address. When our game was ready, I wanted to show it to him as tangible evidence of the impact and inspiration of his work. But I kept delaying the email because I wanted to make sure Fallen Gods was worth his time. Now there is no time left.
So I must end where I started: I never met Arnold Hendrick; I know him only through his published games and articles about game design. To me, all of them bespoke an abiding curiosity, a creative vision, and an overflowing generosity toward his players. The man put 136 saints in Darklands. May they speed him to his Maker.
Every Steam sale we have the pleasure of having new players discover and explore Primordia. Happily, most of those players come away very satisfied, but some of them are disappointed. In hopes of minimizing the latter category, I wanted to share a few notes about the game for new players:
(1) There are no dead-ends and you cannot die. Some of your choices may change the course of the game a bit, but nothing closes off "good" (or "bad") endings altogether. So playing should be a low-stress experience.
(2) If you are unfamiliar with old school (1990s) adventure games, a few tips. You can interact with (left click) and examine (right click) many points of interest in a room. You can pick up, use, and combine many items. Horatio is scavenger and a mechanic, so a considerable aspect of the game is salvaging, building, and repairing machines.
(3) If you ever get stuck, you can ask Crispin for help by left clicking on him. If the hint doesn't help, wait a couple seconds and click on him again for another hint. These are designed to get "stronger" (i.e., more direct) if you continue to pester him while stuck at the same spot. If Crispin isn't sufficient help, you can always consult an FAQ or a walkthrough, though I recommend using that as a last resort and Crispin as a first resort.
(4) Many players think that you are required to take handwritten notes. You are not. The game automatically records all necessary information (and some unnecessary information) in the datapouch, accessible by the toolbar or by pressing D.
(5) Many puzzles in the game have multiple solutions or are optional. One puzzle in particular (involving an information kiosk) often stumps players. It is an optional puzzle
(6) If you want to try a demo, you can find one on the Wadjet Eye Games website, though it's from an older build: http://www.wadjeteyegames.com/games/primordia/ If you want a taste of the setting, you can check out our story "Fallen" for free: http://primordia-game.com/fallen.html
I hope you play and enjoy the game! But if you encounter any technical snags and need assistance, come away unsatisfied, or just want to drop a line, feel free to email me at mark at wormwoodstudios dot com, message me on Steam, or leave a post in the forum. The game's coder and I check these things pretty frequently and will try to make sure that you're taken care of!
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While we've posted a lot on our social media and website about our upcoming games, we've neglected to put an update here. Time to correct that!
A man awakes in an otherworldly carnival and watches a golden-haired woman hurl herself down a bottomless well for his sake. He seeks empty answers from mocking ravens, an eyeless scribe, a living furnace, a mismade mermaid, and many more who dwell within the park. All the while, something wicked screeches from the top of a towering roller-coaster, and he knows that until he destroys this Dark Thing, the woman will keep jumping, falling, and dying, over and over again ....
Strangeland is a point-and-click adventure, smaller than Primordia (it began life as a competition entry) but similarly inspired by the classics. Anyone who enjoyed Primordia's beautiful art, philosophical musings, or melancholy tone will find them here as well. We are hoping to release it by the end of this year, but realistically it may not come out till early 2019.
You can watch a teaser trail here:
https://www.youtube.com/watch?v=FOWpyVHeKRE&lc=z23vzxngrpq1urewa04t1aokgyro01xznpxyy05is4x5rk0h00410
And you can read more about it here: http://www.wormwoodstudios.com/2018/03/announcing-strangeland.html
Once, the world was better, the gods greater, the wars over, the end farther. You were born in the Cloudlands during those days, one of the Ormfolk, forever young and strong, worshiped by those below for your forefathers deeds. But all is not well. Now, wolves and worse haunt the night, the law holds no sway, and mens hearts grow hard toward your kind. Fearful of their dwindling shares of souls, your brothers turned against each other ... and against you. And so you were cast down from the clouds, a fallen god broken upon the bitter earth. You rise, still free from death, with only the slightest hope of winning your way back to the heavens that are your rightful home.
Fallen Gods is a narrative, exploratory RPG designed for repeated replaying. At the core of Fallen Gods are choose-your-own-adventure vignettes in the spirit of classic gamebooks. Each of these events, accompanied by a hand-painted illustration, consists of a series of decisions that depend upon the skills the god knows, the items he bears, and the followers he leads. Inside and outside of these events, the player will be able to explore the word, lore, and mechanics of Fallen Gods, and the more he comes to understand them, the better his odds of success.
We've been working on Fallen Gods for about five years now, and given its complexity, depth, and personal importance to me, there is no rush to finish it. Hopefully it will be released sometime in 2019, but if not, it will be done in the fullness of time.
You can watch a teaser story trailer here:
https://youtu.be/DBodb6NSIL0
We've posted extensively about its development, so there is lots to read if you are interested:
http://www.wormwoodstudios.com/2018/02/update-1-introducing-fallen-gods.html
http://www.wormwoodstudios.com/2018/02/fallen-gods-update-2-days-of-yore.html
http://www.wormwoodstudios.com/2018/03/fallen-gods-update-3-winning-was-easy.html
http://www.wormwoodstudios.com/2018/04/fallen-gods-update-4-fallen-god.html
http://www.wormwoodstudios.com/2018/05/fallen-gods-update-5-witches-and-dwergs.html
http://www.wormwoodstudios.com/2018/07/fallen-gods-update-6-mappa-mundi.html
http://www.wormwoodstudios.com/2018/08/fallen-gods-update-7-followers.html
http://www.wormwoodstudios.com/2018/09/fallen-gods-update-8-violence.html
For new customers considering purchasing Primordia during the Summer Sale, we wanted to provide a few links. (1) A demo to the game is available here: http://www.wadjeteyegames.com/demos/PrimordiaDemo_Setup.exe (2) Semi-official fan translations into German, French, and Spanish -- which were made in careful consultation with Wormwood Studios -- can be downloaded from www.Primordia-Game.com: http://primordia-game.com/german.html http://primordia-game.com/french.html http://primordia-game.com/spanish.html There is an unofficial Russian translation that is not hosted on our site. Since we can't vouch for its reliability (either in terms of the files being "clean" or the translation being accurate), you will have to find it for yourself if you are interested. (3) There is a variety of additional material to be found on Primordia-Game.com, the most significant being a spin-off illustrated story / animated audiobook called "Fallen": http://primordia-game.com/fallen.html It contains no spoilers, so if you are interested in the game but not sure about it, you can give the story a read to see if you like the setting. (4) We are committed to providing extensive troubleshooting and technical support on the Steam forums to anyone having trouble with the game. As the temporal gap between the engine (AGS) and Windows grows bigger, more systems require little tweaks to get everything right. But almost always we're able to get it working. Hope you give it a shot!
Hello everyone. We are proud to make two announcements. First: trading cards are now available! Second: we have created a massive update for Primordia, bringing it up to version 2.0. We have tested it carefully and the update does not break savegames. The list of changes are as follows:
Hello everyone. We are proud to make two announcements. First: trading cards are now available! Second: we have created a massive update for Primordia, bringing it up to version 2.0. We have tested it carefully and the update does not break savegames. The list of changes are as follows:
Primordia has been updated to version 1.2!
The update includes the following fixes:
-Game no longer autosaves during the ending credits and ending cutscenes
-Fixed several kiosk glitches
-Implemented a "how to play" button on Options menu
-Fixed "We're All In This Together" & "The Three Musketeers" achievements being unachieveable.
-New dialog options with Metromind implemented
-Energy Sensor in junkpile now behaves correctly
-Fixed crashes relating to lamp character hints
-Implemented the place item fix, regarding the virus, transmitter, scraper arm, and generally items on the iconbar being selected without actually being owned by the player.
-Fixed the kiosk achievement being unachievable
-Now inventory ui closes when you click on, or using hotkey for savegame and/or restoregame uis.
-Fixed Restart UI, restore UI and save UI closing the "close" label properly, as all other uis.
If you have any questions, please contact us at admin@wadjeteyegames.com
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