We’re back this week to share a third set of insights from the TASQ lead developer, Programancer!

When can folks expect to get their hands on TASQ?
Programancer: Depends on IF THEY WISHLIST IT.
Were there any mechanics you wanted to include in Prison City/TASQ but couldn't find room for them?
Programancer: That's kind of hard to answer, because Prison City was born out of a want to work on a project made of things I couldn't do in TASQ, and TASQ is also something that Prison City couldn't be. They're basically the inverse of one another!

Can players expect to find any secrets or easter eggs in TASQ like in your previous work?
Programancer: Almost the entirety of TASQ is a miserable little pile of secrets! But if you want to find them all, have at you!

What are some goals that you envision for TASQ?
Programancer: I definitely want a memorable world with lots of options. There are so many inventory items in TASQ that are optional. Don't want a knife? Get the tomahawk. Don't want the axe? How about a HAMMER? Whips not your thing? How about pugilism?
Also just guiding the player along a path to the end naturally and organically, but letting players 'sequence break' if they're skilled into other areas is a very important thing to me. I want players to know they don't have to do anything in any order- if they want to go to the 5th mansion, they can absolutely get the prerequisites to do so instead of going to the first mansion. It's a very big game, and I want people to have different experiences they can share with other players.

Look forward to even more updates!
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