Frequently Asked Questions
The game is PC only and will release on Windows and Mac. Unfortunately, Linux is a bit more complicated, and by all accounts it's difficult to port Game Maker: Studio code to Linux. I'll certainly look into the possibility, but I'm a one-man band with limited time and I highly doubt the game will be available on Linux at launch. It might never release on Linux at all - sorry about that. So if you're a Linux person who doesn't fancy emulating Windows, it's probably best to wait before wafting any money in my direction.Last updated:
After meeting me at Develop they decided they liked the look of the game, which shares their focus on storytelling. They invited me to be an incubee in their office, developing my game in the corner once a week with near-infinite access to fruit and coffee. (And also some incredibly valuable advice.)
We meshed very well and they agreed to provide funding for my game, in conjunction with the funds raised by this very Kickstarter wot you are looking at. Just to avoid establishing a false impression, it's important to note that this isn't something Failbetter are going to provide to all their indie incubees!
Failbetter not officially publishing A House of Many Doors, but they will be receiving a revenue share after the game is released. They are not receiving any of the money raised by this Kickstarter and they don't have an equity share in Pixel Trickery Ltd.
They explain it in a blog post here:
Yes! In addition to the Steam version (cough vote for the Greenlight cough), I hope to release the game on Humble Store, GOG, and itch.io.Last updated:
AHoMD is a top-down, vehicle-based exploration RPG with interactive text. It would be silly to deny that Sunless Sea was one of the things that inspired me to make it! (I've been clear about that from the start - see my dev log here: http://www.pixeltrickerygames.com/2015/06/23/devlog-tuesday-part-1-5-credit-where-credits-due/)
I think the UI is one of the things that most leaps out to people and makes them think of Sunless Sea a little too strongly. So please bear in mind that this game is pre-alpha! The current UI is clearly far from ideal and I will be making a lot of changes to it before release.
With that in mind, though, I do think AHoMD plays very differently to Sunless Sea. It's not a roguelike, for example! It has real-time-with-pause combat where crew placement and damage to vehicle components are very important. It is also extremely focused on procedural generation - almost all of the House consists of procedurally-generated architecture, and half of the crew are also procedurally-generated. The player character is a poet, and writing proc-gen poetry is one of the core loops of the game.
It also has, of course, a completely different setting and narrative, which I hope is worthy of note when comparing two games where that is so important.
Finally, it's worth bearing in mind that Failbetter Games have agreed to give me a firm nudge if they ever feel my game is too similar to Sunless Sea for their liking. But they still believe in the game and are supporting it.
For my part, I'm going to make sure that nudge isn't necessary - I've devoted the last nine months to this game's development and even longer to designing the setting, and I very much think AHoMD is Its Own Thing! Demonstrating that will be one of the main things I focus on as development continues.Last updated:
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