Primordia Crispini Patch
-Fixed a scaling issue with Courthouse.
-Fixed a scaling issue with Courthouse.

Wormwood Studios · Wadjet Eye Games
-Fixed a scaling issue with Courthouse.
-Fixed a scaling issue with Courthouse.
-Achievements now sync better locally and with the storefront. -Achievement WE'RE ALL IN THIS TOGETHER fixed from being a bit too lenient BIG SPOILERS: Clarity's head wasn't necessary, now it is as it should be. -Upgraded to a newer version of the engine, which allows you to take
-Achievements now sync better locally and with the storefront.
-Achievement WE'RE ALL IN THIS TOGETHER fixed from being a bit too lenient BIG SPOILERS: Clarity's head wasn't necessary, now it is as it should be.
-Upgraded to a newer version of the engine, which allows you to take screenshots during dialogs.
-Windows settings executable is NOW compatible with 32bit systems.
Five years have past; five summers, with the length Of five long winters! - William Wordsworth Sometimes it feels like just yesterday that we were making Strangeland (maybe because James and I were actually working on it last week!) and sometimes it feels like a lifetime ago. All
Five years have past; five summers, with the length
Of five long winters! - William Wordsworth Sometimes it feels like just yesterday that we were making Strangeland (maybe because James and I were actually working on it last week!) and sometimes it feels like a lifetime ago. All of our games are intensely personal: we poured ourselves in Primordia and Fallen Gods no less than into Strangeland. But there was something especially personal about Strangeland, where we didn’t just weave an adventure out of the works and people that had inspired us, but also mourned the loss of those inspirations. I think that was true for each of us on the team; from talking through the many characters he would voice with Abe, I know that he, too, drew from such depths.
Players have talked about Strangeland as a part of their “journey through grief”; they have written to me about playing or thinking about it year after year. They have said it helped them in their darkest days. There aren’t words to say how much that means. For me, the project began with the loss of my grandparents, trying to give a form to the shapeless feelings and thoughts that grew in the hole they left behind. In the end, I felt lighter for having gone through that darkness—especially having gone through it with my friends as we built another game together.
“Together” as an indie developer doesn’t just mean your teammates; it means the players, too. My Aunt Virginia, whose poetry inspired me so much on Primordia, once wrote: “Then, as now, a poem might tell a story, create and transmit a mood, emotion, idea, a private or world view; it can do one, or some, or all of these things. But whatever it does, it must, first engage the reader as a participant in an event. And when this happens, a great poem, like a great love, leaves an ineradicable mark, forever changing the man or woman who experiences it.” Even more than a poem, a game must engage the player as a participant. And for your participation in Strangeland and Primordia, we are deeply grateful. We look forward to sharing more with you in the future.
As the Earth completes another orbit ( 15 of them since Primordia got underway), we look back happily at all the love our games have gotten from fans and, somewhat more ruefully, at the sweat and effort that went into those games in the past twelve months. Fallen Gods Our foremos
As the Earth completes another orbit (15 of them since Primordia got underway), we look back happily at all the love our games have gotten from fans and, somewhat more ruefully, at the sweat and effort that went into those games in the past twelve months.
Our foremost effort has been on Fallen Gods, which is nearing completion! (Not a bad time to wishlist it!) The team poured thousands of hours into its development this year, and the additions are too numerous to list. Significantly, we finished the game's hundreds of illustrations, hundreds of events (comprising tens of thousands of nodes), and hours of voice-over. We added tons of new animations, interfaces, sound effects, and other pixel art. Here's a peek at some of the new stuff!
New Backgrounds and Combat Animations




Seed Menu (for replaying recent maps or trying seeds recommended by friends)

Difficulty levels

Zoomable world map

Scoreboard and achievements



Tutorial and integrated pop-up tips

Dynamic ending slides and after-action saga


We still found hundreds of hours to put into our never-ending work on Primordia and Strangeland (both 70% off in the current Steam sale), fielding player questions, patching bugs, keeping the games compatible on modern systems, and working on translations and ports.
Primordia got three patches; Strangeland got two patches and was upgraded to a newer version of Adventure Game Studio. Having ported Primordia to the Switch a few years ago, James has been working ever since on getting Strangeland onto the Switch as well, and now has a working version that's playable start to finish. Strangeland also hit some big milestones as it approaches its five-year anniversary of release: 800 reviews (the best thing you can do to support indie devs is leave reviews!) and 50,000 copies sold. We're also still plugging away on the Spanish translation for Strangeland.
All told, it's been a great 2025, and we're looking forward to an exciting 2026, hopefully with the release of Fallen Gods to kick it off!
-Added config tool for all OSes.
-Added config tool for all OSes.
-Fixed an issue with lamplight bot being clickable. -Fixed an issue with 3 translations and dialog options not being respected.
-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 co
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 everythin
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 Bastiaan’s 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.
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:
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. It’s clear that your work isn’t just about making games but about creating meaningful art that resonates with people on a deeper level.
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!
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 - Few italian translation fixes. - OSX now has an arm 64/intel executable - Added a failsafe to avoid crispin sounds from happening when crispin is not moving.
- 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.
-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. -Fixed a repetition of a quip in the same UI to avoid annoying players.
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.
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! It’s 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

Early today, Marauder Film exercised its option to purchase the rights to make a cinematic adaptation of Primordia! It’s 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 (Primordia’s 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 (Primordia’s coder) and Victor Pflug (Primordia’s artist)—and after meeting with Bastiaan in person and seeing how enthusiastic he was—Mark 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 Academy’s Nicholl Fellowship screenwriting award, to write a treatment and then a screenplay, and brought in his team of artists to develop the project’s 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 Walker’s 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 boy’s / Quick eyes in glad surprise. / Sea, sky and sand, / Let me one day / A small child’s 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 me—punchier 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 we’ve 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 Mark’s story with an HD version of Vic’s graphics. Cinema has its own imperatives and strengths, and Bastiaan’s team members have their own distinctive talents as storytellers and artists, even if they don’t have a coder like James!
We hope Marauder Film brings new players to the game we made so many years ago, and it’s fascinating to watch another team explore and build upon our creation. We’ll 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
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 s
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:
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 reminiscences about developing Primordia . But first, a few numbers. 10 years since release 3 friends who set out on the adventure of making this game 306,105 copies sold 17 th place, its highest ranking on Steam (September 21, 2015)

Over the next few days, we will be sharing our reminiscences about developing Primordia. But first, a few numbers.
Mark, James, and Vic

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 *Primord
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 *Gökhan 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 Gökbayrak
TURKISH
Bende ayrı bir yeri olan, geçmiş güzel günleri ve güzel insanları hatırlatan Primordia'nın hayatımda giriştiğim ilk yerelleştirme çalışması olmasından son derece gururluyum. Bu duyguyu ve tecrübeyi oldukça özel ve samimi bir yapım üzerinde tatmak istemiştim ve bu hayalime başta Gökhan KOCAMAN olmak üzere indiewords ekibi sayesinde kavuştum. Oyunu Türkçe olarak deneyimleme konusunda bize oldukça içten yaklaşan başta Mark Yohalem ve Jim Spanos olmak üzere Primordia'da emeği geçen tüm geliştirici ekibe ve indiewords takımına sonsuz teşekkürlerimi sunuyorum. Gündelik hayatın karmaşasından kaçıp, özellikle gecenin o huzur veren sessizliğinde bir kupa kahve eşliğinde son derece keyif alarak yaptığım bu çalışmayı umarım sizler de aynı keyfi alarak deneyimlemişsinizdir. Her zaman kalbimde yaşayacak olan anneannem Cevahir Aslan'a saygı ve hürmetlerimle.
Semih Gökbayrak
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.
-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
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 translatio
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