Spinnortality is a cyberpunk strategy and management game where you run a giant, evil megacorporation. Players take on the role of the CEO of a global company in an unsettling cyberpunk near-future.
- Build products such as metacritic for friendships, artificial organs and an 'auto-career' service.
- Research awful products, then use marketing campaigns to convince everyone they're awesome.
- Buy up media outlets to manipulate social norms.
- Bribe politicians to influence national laws.
- Manage black ops to rig elections, crash stock markets or trigger riots.
- Keep public relations under control by donating to charities.
- Pursue world-changing agendas.
- Become immortal by transferring your mind to a new body.
The game will be available on Windows, Mac and Linux.
Stretch goal achieved: moon colonisation
The moon's just sitting there: hanging in the sky like an empy lot, or unclaimed real-estate. Doesn't that seem like a waste? Don't you just want to...
- Build a theme park there and extort millions from hapless tourists?
- Turn it into a giant billboard, visible every night from Earth?
- Stock it with missiles, weapons and lasers and create your own Death Star?
Well, now you can! These are just some generic ideas - I don't know if these exact plans will make it into the game - but you will definitely be able to make your mark on Earth's orbital twin.
Want to check out the game before you pledge? No problem! Just grab the demo build here. This is pretty representative of the final product: all the major systems are in place.
Spinnortality is set in a harrowing cyberpunk world where corporations are king. Nations have merged into massive, politically stagnant super-states. Some are so-called "democracies", some are dictatorships, and some are ultra-capitalist dystopic nations called "corpornations".
As head of a global megacorporation, your first task is to make ends meet by selling products. Before long, though, you'll be doing these things:
Research horrible technology; convince everyone it’s brilliant
Donate to political parties to strengthen them and gain favour, which you can spend to deregulate industries. Weaken parties with fake news or assassinations.
Run a corporate empire
Become immortal. Reshape the world
Pursue game-changing agendas. Perfect brain-transfer tech and achieve immortality. Transform the world into a ruthless dictatorship, a consumerist stupor, an ultra-capitalist nightmare or (gasp!) a more-or-less humane society.
Hi! My name is James Patton. I live in Vienna with my lovely cat and lovelier girlfriend, and I make games in my spare time.
You can see some of my past projects here.
This is pretty much a one-person project: apart from some music and a handful of assets, everything you see here is my own work.
Spinnortality started as a fun, tongue-in-cheek prototype about selling people terrible things but persuading them they're fantastic. It's grown a lot since then as I added systems to make it deeper and more interesting. I've been working on this game for 2 years now, and I'd really like to polish it as much as I can, then release it for you guys!
I've wanted to do a cyberpunk game for a while. Modern life is becoming more cyberpunk with each passing year: we each live in social media bubbles; our lives are increasingly influenced by algorithms that determine our news, search results and lovers; AI and cyberwarfare are just getting started; and the US military is using Hollywood blockbusters and social media campaigns to find new recruits. And that's before we get to how global capital influences all of those things. I wanted to make a game that represented those things through the lens of cyberpunk.
To that end, Spinnortality explores and interrogates ideas of power, influence and control in our postmodern society. By creating mechanics that simulate politics, global sales, legal restrictions, media and culture, I hope the game can convey my understanding of these massive, overwhelming systems and how they interact. The world is a complex and confusing place, and I hope that this game is not just fun but can also help people understand the global situation a bit better.
Plus I get to write stuff like this:
I'm also very lucky to be using custom-made music by Anthony Kroytor.
The game is 80% done but it needs more time and love to get it all the way to the finish line. My biggest problem is: how much more should I add or polish? I could add a ton more features - but should I?
I have a bunch of ideas for cool extra features but I don't know if I can justify designing, implementing and balancing them: what if I launch the game and nobody buys it? If that happens, I've just wasted a month of development time.
With this Kickstarter I can not only offer cool rewards to those who want them, but also gauge how much interest there is overall, and plan those extra features accordingly. If the KS doesn't do well I'll just keep working on it as normal but I'll be slowed down by having to work a day job at the same time.
The money from this Kickstarter will mostly go towards keeping a roof over my head and food in my belly, as well as composer costs, backer rewards and Kickstarter fees.
So what happens if I make more than my goal? Well, that means I can work on the game for longer.
- If I just make my goal I can only work on it until all the basic systems are polished and in place. They're mostly all there but they still need work, and there are a few things I need to add just to round out the game.
- If I make a little more than my goal, I can add more content such as more random events or news articles. See the stretch goal: if I make €12,000 you will get moon colonisation! But regardless, more money generally means more stuff.
- If I exceed my goal by a fair amount I can add extra features or mechanics.
Those features are things I would like to add to the game if I have time and money. The more people pledge, the more time and money I get; the more I have, the more features I can put in.
But I don't want to commit to stretch goals unless I am certain I can follow through. That just seems fair. I would rather promise less, try my hardest to implement new features and then surprise you guys with them than promise you more and run the risk of falling short.
Risks and challenges
The game is already 80% done, as you can see from the demo, so I will definitely finish it one way or another. Even if this Kickstarter fails I'll find a way to finish it up, but it will take longer, be less good, and drive me insane. At this point only a serious illness or injury could stop me.Learn about accountability on Kickstarter
- (30 days)