Archive for the ‘My Games’ category

Else Heart.Break() is in a Humble Indie Bundle!

February 23, 2016

A pretty epic bundle it is, check it out!

Christmas Sale!

December 23, 2015


Hi there!

Even though you can’t tell from the weather here in Sweden (not a snow flake in sight…) it’s actually starting to look a lot like christmas, and that means insanely good prices on interactive digital entertainment products – a.k.a. GAMES!

Here’s a list of my goods, please open your wallets for a starving artist and his fellas <3

Else Heart.Break() – 50% off, now $12.49

Blueberry Garden – 75% off, now $1.24

Kometen – 66% off, now $0.99

Shot Shot Shoot & Tri Tri Triobelisk – $0.99 each

Such tremendous bargains… the perfect late minute gift for your mother, lover or arch enemy!

Merry Christmas and a Happy New Year,


Else Heart.Break() Release Date and Trailer

September 9, 2015


Big news – Else Heart.Break() is done and ready for release! It will be out for Windows, Mac & Linux on September 24th. We will sell the game on SteamHumble Store, and

There is also a soundtrack with 56 songs by various artists including El Huervo, Hello World, Sasac, Shelby Cinca, Tor Bruce and Philip E Morris! You can pre-order the soundtrack over at the Swedish Columbia Bandcamp page.

Finally, here’s a new trailer showcasing some more things from the game:


Finishing Touches

June 18, 2015


Nordic Game Indie Night 2015

May 7, 2015


It turns out that I have two games nominated for the annual (and awesome) Nordic Game Indie Night. They’re not computer games though – this year I’m all cardboard!

The first one is my and Nicolai Troshinsky’s Slice & Dice (still looking for a publisher, *hint* *hint*). The second one is No More Money, a game made by Petri Purho and me at the last No More Sweden game jam, with wonderful art by Petri and Anna Zajaczkowska.

I’ll be there and show the games, so please stop by if you can!


Secret Arcade Jam Entries

March 23, 2015

FirewallCade 4

We held a game jam for people to make games that can be played inside Else Heart.Break(). A bunch of great people participated and made a whole range of games – from a detective story to a quiz and an almost 3D dog simulator. These will all be on various computers and arcade machines around the city of Dorisburg.

The awesome entries are after the jump, check them out!



March 13, 2015


So, we didn’t win the IGF award but the trip to San Francisco and Game Developers Conference was great anyways. Thanks to everyone we met and who told us they like our game! We’re getting closer and closer…

Excellence in Visual Art!

January 7, 2015

Else Heart.Break() has been nominated for Excellence in Visual Art at the Independent Games Festival 2015. We’re so very excited!

Break in, break out

December 3, 2014

New gameplay footage.

Else Heartbreak Follow-up & Gameplay Video

November 13, 2014

First of all, thanks a lot to everone who’s been watching and sharing our trailer, it means a ton to us!

For those who want a more complete picture of what kind of game Else Heart.Break() will be, there’s now a gameplay video. We plan on producing a few more of those in the near future. Be aware that they will contain some spoilers, although we try to keep that to a minimum. Here’s the first one, “Visiting the Café”:

A lot of people have asked about a release date and nothing is sure yet. In the beginning of next year is our hope. There’s still a bunch of bugs to fix, some content to add, and the English translation is being proofread as we speak. We’ve had some complaints about how annoying the speech bubbles look, so that’s something that we’ll definitely try to fix too.

An exciting thing is that we’ve submitted to the Independent Games Festival. With over 600 entries the competition is obviously fierce – hopefully we have what it takes to capture the imagination of the judges. If you’re not a judge but some kind of journalist or games reviewer who would like a preview copy of the game that can definitely be arranged!

For those who want to have a piece of themselves in the final game there is also the Secret Arcade, a Facebook group with information about how to make games that run inside Else Heart.Break(). There are already a bunch of cool little games in the making that I think will fit perfectly into our game world. If you’re not on Facebook and still want to participate, just shoot me an email instead and I’ll get you set up.

For more information about the game, check out the website and our development blog.


else Heart.Break() – official trailer and website

October 21, 2014

Busy Times

June 5, 2014

Here’s a photo from when we were showing Else { Heart.Break } at the Nordic Game Indie Night. That was fun! The game is starting to feel like the real thing now – and a pretty massive thing that is. We are posting pictures and videos at Cheers!


Blueberry Garden on Linux and Mac!

January 25, 2014


Exciting news! Programmer/musician Ethan Lee has ported Blueberry Garden to Linux and Mac – thanks so much for that!!! Follow him on twitter at flibitijibibo.

If you have already bought the game for Windows you should have access to these versions already. If not, get it here.

Take care,

On features and tiny computers

October 17, 2013

Screen Shot 2013-10-17 at 12.05.14

For a long time I have had the intention to start publishing small essays and opinion pieces on this blog, here comes the first one.

This morning I flipped through a fresh copy of a Swedish game magazine called Level. On one of the ‘indie’ pages I found an interesting looking game by Blendo Games, the creator of Gravity Bone & Thirty Flights of Loving (two famous and very good indie games, you should definitely try them out if you haven’t). This game was called Quadrilateral Cowboy and apparently it revolves around hacking and computers. It had also made a splash at IndieCade so I guess a lot of you know about it already and that I’m just really behind the times – that’s what happens when you work hard on your own things. Reading further I realized it’s a game where you learn how to program computers and get be a oldschool hacker,  breaking into places and doing other cool things. The computers in the screen shots looked suspiciously similar to the ones we have in our work in progress Else Heartbreak – a game that happens to also involve programming computers and “realistic” hacking. My heart started beating faster. Oh no, I thought to myself, please not another one of these damn great-looking programming games!

The thing is that Quadrilateral Cowboy seems really good and actually not that similar to the thing me and my friends are working on. I hope that both our games will find big (overlapping) audiences. The only thing that worries me is that they both share a very distinct feature (‘programming’) and unfortunately computer games and their critics are extremely concerned with these kinds of features. There is a good reason for this also, features are tightly connected to game mechanics and how something works. Games surely do work a lot. Seen as an artistic medium this  is really dangerous though, since it makes us focus too little on the themes, feelings and ideas expressed through the game. Put another way: most people would agree that a piece of art isn’t good because of the individual parts (the ‘features’) but rather because of how they all fit together and feel as a whole. This is true of games too but by always examining the parts first we get into tons of trouble when thinking about them, arguing whether gameplay is better than graphics, what elements they must contain to be called games and other strange things.

What I’ve realized is that as a creator and artist I can’t rely at all on features, it was a severe mistake if I ever thought I could. Back when we started working on Else Heartbreak a little over three years ago this whole idea of computers inside the game seemed so fresh and new, like a free ticket to get people interested. Games with programming were mostly Robot Wars like things or pure fakery with mini-game puzzles symbolizing hacking, to actually make the machines work “for real” was a very exciting thought. Today the situation is quite different and it seems like everyone is putting little computers into their game. Maybe it’s an effect of what is technically feasible to do nowadays or maybe it’s just the zeitgeist, I don’t know. I think we will have to get used to that they are part of games anyway, and I actually think it will be a lot of fun. It’s just not very unique anymore.

I hope that in the end people who play games will not be too obsessed with features, getting hung up on whoever thought of something first or that something which perhaps seemed like a very novel and weird idea pops up in several people’s work around the same time. In the end each game is its own little world of themes, ideas and things to experience. Seen as cohesive wholes they are expressions of their creators and their features should only help fulfill that cause.

Thanks for reading,


Status updates

October 3, 2013

I felt like writing a few words about what I’m working on right now and what is going on with my projects.

Most obviously I’m working full time on finishing our big game Else Heartbreak! You can follow the progress here.

The illustrations (by Nicolai Troshinsky) for my card game Slice & Dice are also done (!!!) and I’m currently looking for a publisher. Feel free to contact me if you can help out with this.

I’m also giving some courses on how to build interactive worlds and games with Unity. After leaving my job as a teacher in Skövde I haven’t had much chance to do stuff like that but I really enjoy it and want to find more opportunities for teaching in the future.

This past weekend me and Danish composer Anders Monrad had an intense work-session where we made a small sound app for iPhone/iPad, it should be up on the App Store very soon (we have submitted it). Despite being very small and simplistic it’s a lot of fun to play with so be sure to try it out in a week or so.

Clairvoyance is still in beta since we are focusing all our time on Else Heartbreak right now. When this intense period of work is over (February 2014) I’ll try to reach version 1.0 as soon as possible, I promise. The game is very much working as it is now though, so feel free to try it out and you’ll get the full version when that is completed.

Oh, and this upcoming weekend there will be an event here in Gothenburg called Automat where there will be different indice arcade games shown. I’ll try to have some things on display, come by if you have the chance!

Yours sincerely,

More Nordic Game Program Funding!

May 27, 2013


I’ve got some AWESOME news to share! The Nordic Game Program has granted us more funding for ‘else { Heart.break() }’. 300 000 DKK to be precise! We are super happy and thankful for this since it will really help us finish the game. Our plan is to basically get the whole thing done by the end of 2013. There will be some more waiting after that until the release (we have to do translation, testing, website, etc) but at least we are starting to sense the final goal of this long project.

Excitement and love!



Nicolai Troshinsky, Astigmatismo & my card game!

May 11, 2013

A still from Astigmatismo

In my last post here on the website I was looking for an artist for my card game and I found one!

His name is Nicolai Troshinsky and the best way to get to know more about him is to check out his website at It contains Illustrations, Animations, books, games and other art projects that he has done. His stuff is truly great so I’m very excited about this collaboration!

I met Nicolai two years ago in San Francisco during Game Developers Conference where he was showing his very fun (and unusual) iPad game Loop Raccord. Recently he has been working on an animated short film called Astigmatismo. The film has its own website at and you can even watch the whole thing for free there. Actually I think you should do that now!

Looking for an artist

March 31, 2013


Over three years ago (geez!) I designed and prototyped a board game that I became very happy with. Getting it ready for production has taken forever though, to the dismay of both me and several of my friends who seem to have enjoyed the game very much (sorry about that!) The biggest trouble has been the creation of illustrations for the different cards (the pictures used in the photo are just for the prototype and was stolen from the internet). So now I’m looking for someone who can draw the cards, preferably within the next few months. I really want to get this done soon!

The game is a kind of dueling game for two players and it takes about 30 – 45 minutes to play. It uses a variety of dice and a bunch of custom cards. There are roughly 18 card illustrations (with borders and backs) needed, plus art and logo for the box and rulebook. More details about the rules and theme of the game will be given to the person I decide to work together with. Payment will be a very fair revenue split but no money up front unfortunately, since I can’t afford that at the moment. Possibility of meeting up in Gothenburg or Stockholm is a plus but not a requirement.

Are you interested? Send an email to me at erik.svedang [at] with your portfolio and any relevant work that you have done.


Work in Progress…

March 26, 2013





Postcards from Dorisburg

February 8, 2013

We now have a blog where you can follow the work on ‘else { Heart.break() }’

The poet lives there?

January 15, 2013


The Clairvoyance Beta has Launched!

November 21, 2012

We have launched the Clairvoyance paid beta over at

The game costs $5 while it’s in beta, we will increase the price when version 1.0 is ready. It’s very much playable right now though, so please try it out if you’re interested. Here’s the trailer:

For more information, bug reports and other inquires there is a twitter, facebook page and email. Finally we want to thank the Humble Bundle people for their nice Humble Store Widget that we use for selling the game!

<3 <3 <3,

We Are the Robots

October 15, 2012

Working very hard on finishing Clairvoyance now! To stay up to date with our work on the game, follow @ClairvoyanceApp and check out the brand new website at

Best regards,

Swedish Indie Pack!

September 11, 2012

My game Blueberry Garden is part of a bundle over at Steam. Ten Swedish indie games for $15!

I decided to put all my other games on sale during this period too, they can be found here, here and here for $1 each.

[UPDATE: The sale is over, thanks to everyone who bought any of my games!]

Take care,

New double album by El Huervo

April 29, 2012

A lot of these songs will be in else { Heart.break() }

You can also get them on iTunes

Open Source

April 10, 2012


There is going to be a lot of programmer lingo in this post so if you’re not into that kind of thing – be warned! :)

I didn’t go to the Game Developers Conference this year but I did read stuff about what was going on there, for example this article from “The Indie Soapbox Session”. What caught my eye was Steph Thirion‘s talk about open source and how we in the computer game community should become better at sharing our code and helping each other out to improve the tools we use. I have been thinking a little bit along these lines before but never had the guts to actually share anything – mainly because it is so scary! I have also never contributed to an open source project for pretty much the same reason. Anyway, Steph and his talk made me take the plunge and a couple of weeks ago I put most of the libraries we have built for “else { Heart.break() }” up on The gameplay code, art and sound is not up there though, so you can’t try the game (sorry!) Here’s a quick explanation of the different repositories that actually are available:

  • Grimm – A story scripting language that makes it easy to write branching dialogue, to listen for events and conditions in the world, etc. It doesn’t have any dependencies on our own game logic and can be easily extended from the client code. It is heavily tied to our own database system though, which is something that I want to remedy in the future to make it simpler to reuse.
  • Sprak – The programming language we have created to be used by the player inside the game. It is mainly inspired by Python and Ruby. The main goal has been to make it easy to learn and use, hopefully it will also produce better error messages than what is currently the norm. The test suite should give a pretty good view of how the language looks and behave. It will probably change a lot during development though, since we evolve the language as part of the overall play testing. It doesn’t have any dependencies so it can be tried out on its own.
  • Pathfinding – A node based A* implementation.
  • TingTing – A tiny game entity framework. We use it so that we can run all our game logic separate from Unity in a MVC-kinda way. We actually have a working command line interface for the game also, but that’s a story for another day :)
  • Relay – a simple database we use for saving and loading of state. Used heavily by both Grimm and TingTing. We built this when our old, reflection-based save system proved to be too inconsistent. With this solution we can save all the state in the game as one big file if we wish. It makes everything very cohesive and reliable but unfortunately also forces its users into adapting certain paradigms that might not be optimal (specifically inheriting from a special base-object).
  • GameTypes – most of the other libraries use this component for some basic stuff like logging and a few basic data types that we need throughout the game. Should probably be split into a few more pieces but this is a practical solution to keep the number of projects down.

All the code is written by me and my friend Johannes Gotlén during the last 1½ years. If anyone wants to check them out or try to use them for something I would be very excited and I am willing to help out as much as possible! If you just wanna browse the code and give me some thoughts about it, that’d be interesting too.



else { Heart.break() }

February 16, 2012

After more than 1 year of pre-production, plus another full year of actual production (supported by the Nordic Game Program), I feel that it’s really about time that I reveal something about the project I am currently working on together with some friends.

It is called else { Heart.break() } and will be a kind of adventure game. Here’s an excerpt from the initial description I wrote for the game:

else { Heart.break } is a game about being able to change reality. It is set in a mysterious world made up of computers and their code; a place where bits have replaced atoms. The player – who is assumed to have no previous knowledge about programming – gets access to the code and is taught by other characters how to modify it. As the story unfolds the possibilities of what can be reprogrammed, hacked and controlled increases greatly. Eventually the inner parts of the gameplay code are revealed and the barrier between our own world and the game starts to dissolve.

The idea is to create opportunities for truly creative gameplay that goes beyond the kind of puzzle solving and stats improvement normally seen in games. Ideally it even allows the player to free herself from the designer of the game! The goal is an experience that borders the metaphysical, and to create a kind of game where thoughts and knowledge mean everything.

An arcade machine at 'Bar Yvonne'

Besides the programming aspect, we also focus on creating great possibilities for interactive drama. The game world will be inhabited by characters living their own little lives. Talking to them and becoming part of their world is a big part of the game and just being in the world should be a fulfilling experience in itself.

We are a team of five people working on the game: me, Johannes Gotlén (programming), Oscar Rydelius (sound design), Tobias Sjögren (graphics) and Niklas Åkerblad (art direction, music and graphics). Here are some drawings that Niklas has made for us:

So far, work on the game is going well but there is still a ton left to do though, so we won’t be finished for another year at least. Hopefully we can share some videos and smaller demos soon. Come back again for more information!

Best regards,

PS. For readers of Swedish, here is an interview we did about the game last spring:


February 2, 2012

Pictures from the Future

December 3, 2011

Here are some screenshots from Clairvoyance (work in progress, click them for full image)



Clairvoyance Gameplay — HAL vs Erik

November 23, 2011

Hello, dear blog readers! I just posted this over at YouTube:

Clairvoyance is a 3D strategy game in which both players plan their moves simultaneously and then reveal them, often with a surprising outcome! Think of it as Chess meets Rock Paper Scissors — with robots and lasers. It’s played over the internet and players can enter their moves whenever they feel like logging in (asynchronous).

Right now the game is going through a lot of testing, but we hope to release it on Mac and PC pretty soon! (We’re also planning to do an iPad version in the future.)

Wanna get notified when the game is out?
Sign up for our newsletter:
Twitter: @ClairvoyanceApp
Facebook: Clairvoyance Facebook Page

The game is being developed by a small group of friends; Erik Svedäng, Johannes Gotlén, Niklas Åkerblad and Oscar Rydelius. This video shows the playback from a complete game where Erik takes on the vicious HAL. Enjoy!

TRI-TRI Power-Up Creation Contest!

November 14, 2011

Re-posted from the Intra-Dimensional Communication Wire:

Calling all strategic engineers of the imperium! This is your opportunity to adjust the way the universe itself functions within Tri-Tri-Triobelisk! Come up with a new Power-up! 

Send your suggestions to us via TwitterFacebookTumblr or Email. The best ten will receive prizes and be selected for a second round of internet voting. The winning design will be added to the next version of Tri-Tri-Triobelisk.

Contest ends Dec. 21, 2011.

(…and of course you can just add a comment here below to participate, just remember to enter your email address)

Hotel Babcia

September 13, 2011

Work in progress.


August 16, 2011

Trailer for version 1.2 of TRI-TRI-TRIOBELISK, out now on the App Store!

Alternate Realities

June 15, 2011

Men With Hats

June 6, 2011


May 16, 2011

My latest collaborative project TRI-TRI-TRIOBELISK is out on the App Store today! It’s is a faster and more extreme remix version of my previous creation Shot Shot Shoot. The new game features tons of music and art by the super-talented electronic music artist Triobelisk and you can get it here for the special launch price of $1!

But first, let’s look at the trailer:

Hope you like the game!

Take care,

Holiday sale!!!

December 20, 2010

My three games are on sale for the rest of December:

Bluberry Garden ($1)
Kometen ($1)
Shot Shot Shoot ($1)

Thanks for a truly fantastic year everybody !


Announcing: Shot Shot Shoot

August 4, 2010

Hi everybody,

I was one of the people who got quite excited when Apple announced their iPad back in January. Not because I wanted yet another gadget to let me surf the internet or read e-books in bed or whatever. No — what I was excited about was the possibilities of playing games together on a computer that is placed face up in the middle of the table. I’ve always loved playing board games and luckily I have a big family who’s also way into that. There is something about the tension of sitting face to face with your opponent that really excites me, maybe it’s because that’s how games have been enjoyed for thousands of years (anyone who’s ever played a game of Chess or Go knows what I’m talking about). The possibilities for games that take this kind of ancient setup and adds the special powers of a computer is really intriguing to me.

The moment I got hold of my iPad I started working on a small game for two players. I called it “Shot Shot Shoot” because it explains the gameplay pretty well. It’s fast, to the point and highly competitive. I built the game in my spare time during the Kometen project and every Friday for a couple of months I brought it to a bar in New York where a bunch of game developers go for beer.

One of the developers was Frank Lantz from area/code (he’s the guy on the right) and he seemed to really like the game. Motivated by his enthusiasm, and all the other positive feedback from people I have showed the game to, I have spent the summer here in Sweden polishing it, adding computer AI opponents and composing music.

And so… a couple of weeks ago the first world Shot Shot Shoot championship was arranged! Here’s how it looked in all it’s indie celebrity glory:

The game is live now on the App Store, get it there for only $1 during a limited time.

And here‘s the official page with more information, etc.

Shot Shot Shoot Explained

August 3, 2010

Kometen update is out with iPad support and tons of new content!

July 20, 2010


It’s a great pleasure to finally reveal the update for Kometen. Me and Nicke have worked hard on this for two months, adding lots of things and tweaking what was already there. Here’s the changes:

  • iPad support through universal binary. You just have to see this in motion :)
  • Different regions to explore with new and unique music, backgrounds and objects
  • Improved controls (quicker and smoother maneuvering of your comet)
  • More food, debris and other fantastic things to see on your journey (including five objects from the drawing competition, more info below)
  • Killing your comet now requires confirmation (tap five times in the upper left corner on the comet stats screen)
  • Various small bug fixes and improvements

So what are you waiting for, go get the update! And if you don’t own the game yet — buy it here.

Winners of the Debris Drawing Competition

A while back we had a drawing competition where we let anyone who wanted submit drawings with ideas for debris to be added in the game. We selected five winners and — drum roll — here they are:

By Ted Martens (click the image to see the awesome animation)

By Calegaster

By Inlagd Sill

By Rowan Tedge (things went out of control with this one!)

By Houille (this concept was too fun not to be done)

Congratulations to all the winners, very good job! And thanks to everyone who participated, there was a lot of great stuff :) Nicke has used these drawings as reference images for five new objects in the game (we also added some touches of our own). Get the update to see how they look!

Northern Lights Indie Pack

June 25, 2010

Get five great indie games (including Blueberry Garden) for 60% off!

A quick status update for Kometen

June 15, 2010


It’s summer here in Sweden now and when Niklas and I are not sitting at the top of mountains thinking about life, we are working hard on completing the update for Kometen. We are keeping the game very much true to the original experience while trying to make it a lot more varied and surprising… we are very excited to see what you all will think about it!

Oh and by the way; winners in the drawing competition has been decided but will not be revealed until the update goes live. Thanks again to everyone who participated! And of course to everyone who has bought the game!!!

Take care,

Kometen iPhone backgrounds

May 24, 2010

More backgrounds await those who make it to the end of the universe.

Kometen competition!

May 19, 2010

Thanks to everyone who has bought Kometen so far, it’s really awesome to see that so many people are playing and enjoying it!

We’re currently working on the first update of the game and to spice things up a little we are going to have a competition. To participate you have to draw (or scribble) an object that you think would be interesting for a comet to find while traveling through space. Send the image file (scan it in first if you drew on a paper) to niklas [at]

The five objects we like the most will be translated into watercolor space debris by Nicke and put into the next version of the game. The original drawings will also be put up here on the site for display (with the name of their creators of course). We might do something with the other submissions too, but first we have to see how many people want to participate.

Deadline for the competition is Wednesday, May 26th.

So don’t be shy, take the chance to get your idea into Kometen! Post any questions in the comments below.

Take care,
Erik & Nicke

PS. We do this just as a fun thing so please don’t try to sue us for stealing your idea or anything. Peace!

Kometen is out!

May 12, 2010

Get it on iTunes!

Official Page

Hope you like it!!!


Announcing “Kometen”

April 26, 2010

A while ago my friend Niklas Åkerblad (“Nicke” for short) and I decided to do a little game project together, kinda just for fun (and to see how well we could work together). We decided to work with the iPhone and iPod Touch since it seemed neat and a good fit for our small idea. Of course it still took way longer than we thought to get it done — game development never fails to surprise you… Anyway, it’s been a really nice experience to work together and now we’re finally starting to wrap things up. Exactly when the game will be out is hard to say since Apple has to approve it for the App Store but it shouldn’t take too long. Until then, here’s a little trailer:

The art (which is all watercolor) and music is made by Niklas while I have been doing the programming and game design. The overall concept is something we’ve worked very much together on though. In short the game is about exploring space to find art, while at the same time learning how to fly around in a graceful way. There isn’t any scoring system or way to lose, instead it’s all about self improvement and judging your own performance. I hope you will find it as much fun as we do!

Article is up: “Creating Blueberry Garden”

April 13, 2010

Finally I have finished writing my article about the making of Blueberry Garden. It’s not a classic post-mortem since it primarily discusses my thoughts on the design while leaving out production details. Hopefully it can give some insight to what I wanted to achieve with the game regarding interactive storytelling and where I think I succeeded respectively failed.

Read it now on Gamasutra

Thanks to Christian Nutt for the support and making me finish the text!

Blueberry Garden in museums

February 5, 2010

A.L.I.C.E museum

Mediateca Expandida. Arcadia

Best of IGF 2009

Finally! Blueberry Garden 1.1

December 8, 2009

At last I have finished the first patch of the game. It shouldn’t have taken this long and I’m terribly sorry for that… I could give you a bad excuse or two but instead I will present what the improvements are:

  • Blueberry Playground — Brand new play mode where you can place fruits and creatures into the game world and see how they interact. Easy to use interface and a custom made level for your scientific pleasure!
  • Slightly redesigned level design — A more perfected experience that will work better for new players.
  • Museum Mode — This can be turned on only from the settings.xml file in the content folder. When on it disables the option menu and exit command. The game also restarts automatically if left unattended, perfect for exhibition environments!
  • Alternative key for teleportation — You can now use ‘H’ if your computer lacks a Home-key.
  • Added support for some more screen resolutions from the option menu — If you still need another one, tell me (or change the settings.xml file).
  • You can now use the mouse to navigate the menus
  • Improved stability — I hope that this version will remove quite a bit of the crash issues that some people have experienced

If you still feel a bit reluctant to buy the game, here’s a demo version you can try first (Steam not required).

Huge thanks again to everyone who has supported me!!!


Talking at Assembly

August 12, 2009



Last Friday I went to Assembly in Helsinki to give a seminar. The title of my talk was “Creating Blueberry Garden – how to get away with bad design choices (sort of)”. It went pretty ok and some nice people in the audience even wanted to get me as a speaker at their uni :)

Apart from giving the talk I mainly spent my time with Petri Purho and Cactus (who both were giving their own lectures) in some of the nice parks in Helsinki — great times!

Take care,