Five days in Cologne, around 250 players at the booth, and a long list of things we're changing
We're back from our very first gamescom as a studio, and we brought a lot more home than sore feet. 🧪
🎮 How it went
Around 250 people played at our booth They sat down and played Tower Alchemist right in front of us, and countless more stopped by to ask what it's about. Watching someone play a few metres away is a completely different thing than reading a bug report.
AresLP and PhunkRoyal dropped in Both came by our little corner of the Indie Arena and talked about the game with us.
Publishers and fellow developers We got to trade war stories with people who have been through all of this before, which is worth its weight in gold when you're a team of two.
🔨 What changes because of it
The sound effects are getting a full overhaul We spent a good while talking to experienced SFX artists at the show, and it became very clear that this is where we can gain the most.
The gameboard is getting fully reworked This one comes straight off the back of what you told us at the booth. We're planning it over the next 12 months.
🧪 What happens now
Some points came up so often that we already know exactly what we're tackling next. We've got more events lined up this year, and we're very much hoping we get to come back to Cologne in 2027. For now: unpack our brains, turn all of this into ideas, and keep building until Tower Alchemist is finished.
Thank you to every single person who squeezed in to say hello. You made our first one a good one.
We'd love your feedback! If something came to mind after the show, or if you're only finding us now, give the free demo a go and share your thoughts with us on our Discord.
💜 Our Patreon is back up as well, rebuilt from the ground up. If you want to sit closer to development, Advisors get a vote on real game content, from talents to alchemy flasks to mob abilities: Support us on Patreon
See you on the board.
Timeframes are target windows. We're two people, and we'll say so when something slips.