This summer marked a huge milestone for Seismic Squirrel. After years of
development on Aether & Iron, we're finally sharing our work with the public!
Most recently, we met with press and content creators at Gamescom and PAX West.
I joined the team in March and had never attended a game industry convention, so
I wasn't sure what to expect. What I discovered was a whirlwind that left me
exhausted but energized. We sat down for nearly 40 interviews between the two
events. We also connected in person with some of our marketing and localization
partners, attended educational talks, explored other developers' games on the
convention floors, and hit up a slew of after parties for networking and game
demos.

The best part was definitely meeting several team members in person for the first
time though. We've become so accustomed to remote work and only seeing one
another through screens. It was nice to sit down together and talk about things
other than work for once.

The reception for Aether & Iron exceeded my expectations. The decopunk art
drew people in, the character writing sparked genuine reactions, and most players
took to the turn-based vehicle combat quite naturally, exploring all ways to engage
enemies and asking questions about what happens when you hit the civilians on
the road. Multiple interviews ran long because people didn't want to stop playing.
The voice acting and audio design consistently drew praise, with several people
commenting on how immersive the sound work made the experience feel.
We wrapped up at PAX feeling exhausted but energized. Watching people connect
with our game makes it all worthwhile!
Next up, we’re excited to share Aether & Iron with an even wider audience by making our demo available during the month of October 2025. If you haven’t already, be sure to wishlist the game to keep up to date on development!
