We’re gearing up for PAX Prime this week in Seattle and wanted to let you in on our plans for the show.
Stop by our Booth 3010 in the main hall to meet members of the team, play very early prototype builds of both Bastion and Transistor side-by-side with the finished games, and (if you’re so inclined) pick up some new merchandise!
About the Prototypes: We loved showing a four-week-old Bastion prototype at PAX East back in 2012, so now, for the first time ever, you’ll get to see what Transistor looked like in very early stages of development.
Some folks come to PAX dreaming of making their own games one day, so we think it can be encouraging to show just how rough our games tend to look early on. It makes the game-making process feel more achievable.
Transistor PS4 on Sale: For a limited time, you can get a good deal on the PlayStation 4 version of Transistor as part of the PAX 2014 sale on PSN!
New Merch: We’re pleased to offer several brand-new items in our online store. PAX attendees get first dibs on the physical items! Online orders ship starting next week.
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· Transistor T-Shirt (Gray) – $20
Features a rendition of the city of Cloudbank as you’ve never seen it before. Original artwork by our art director, Jen Zee.
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· Transistor 8 GB USB Flash Drive – $20
We just had to make this one. Transport 8 GB of data in style with this USB flash drive styled after Red’s favorite mysterious weapon of unknown origin.
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· Transistor Collector’s Bundle – $60
Purchase the Transistor Original Soundtrack CD, T-Shirt, Flash Drive, and ‘Cloudbank’ Art Print together for a cool 15% off!
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· Transistor Ringtones – FREE!
Available as a free download, this pack contains 16 ringtones from the game, e.g. the OVC Terminal start-up sound, formatted for iOS and Android devices.
It’s been a rather overwhelming few weeks for us at Supergiant since the launch of Transistor. Above all, we wanted to say thank you to everyone who played our latest game. It’s been wonderful to see the amazing response from players around the world, and the game sold even faster than Bastion over the same period. Simply put, this means we get to stick together as a team and keep making games our way, which was the outcome we’ve wanted with both our games.
This bonus album by our composer and audio director Darren Korb contains more than 80 minutes of alternate music tracks, featuring the amazing vocals of Ashley Barrett and instrumental versions of some key pieces from the soundtrack. We’re releasing it as a free update to everyone who picked up the Transistor OST on Steam or our web site, and it’s also available for free streaming. We hope you enjoy it!
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Besides supporting the launch of Transistor these past few weeks, we’ve officially welcomed two new members to the Supergiant team: Josh Barnett, our resident visual effects and user interface expert; and Morgan Wren, our quality assurance specialist. Learn more about them on our Team page. In fact Josh and Morgan have been working with us for some time already, and Transistor never would have been the same without them. We’re pleased to give them an overdue public welcome and to have them as full-time members of our studio, where we expect they’ll continue to be key to whatever we do next.
We recently also said goodbye to our senior engineer Chris Jurney, who joined the team at Oculus to do amazing stuff in the realm of VR, which is one of Chris’ passions. Chris had a big impact on Transistor and our iOS version of Bastion so we’re thankful […]
The OST includes an exclusive bonus track, “Signals”, created especially for this release. We will have the OST available digitally on May 20, and the physical CD will ship soon after. If you preorder the disc, you will get the digital download immediately as of May 20.
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We also have new details to share with you about the PlayStation 4 and PC versions of Transistor. The content of the two versions is identical, though certain aspects are tailored to the respective platforms:
Transistor for PlayStation 4 Features
- DualShock 4 Light Bar flashes in sync with the Transistor’s speech
- More than 30 Trophies (including a Platinum Trophy)
- Remote Play & Share Button support (standard for PS4 games)
Transistor for PC Features
- Full controller support & fully remappable controls
- Steamworks support including cloud saves, achievements, & trading cards
- DRM-free: You can play the game offline if you want
PC Minimum System Requirements
OS: Windows 7 or newer
CPU: 2.6GHz Dual Core CPU or greater
RAM: 4GB or greater
GPU: 1GB Video RAM or greater, e.g. Intel HD Graphics 3000, Nvidia 9400 GT, AMD HD 5450
Hard Drive Space: 4GB […]
Our big news going into PAX East this past month was that Transistor is almost done, due out May 20! At the show, we let folks get their hands on a near-final build of the PlayStation 4 version of the game, and got a really great response. Check out our photo gallery below as well as excerpts of some of the coverage!
Mark your calendar for May 20, 2014. In just a few weeks, our next game will be available for the PlayStation 4 and PC!
We’ve been putting the finishing touches on it and think it’s just about ready.
This week at PAX East in Boston, several of us from Supergiant will be taking a short break from development to show you some of our latest progress. We’ll have a near-final build of the game running on the PlayStation 4, which you’ll be able to get your hands on at our booth 892. It was one year ago at PAX East that we showed Transistor for the first time!
We’ll have more details about Transistor in the days leading up to our launch next month. Until then, here are some quick facts we wanted to share, and stay tuned for more:
When is Transistor due out?
Transistor’s release date is May 20, 2014.
What platforms is Transistor coming to?
PlayStation 4 and PC.
Where will I be able to get the game?
On PSN for the PlayStation 4 version, and on Steam or our web site for the PC version.
How much is the game?
Transistor will be sold for $19.99 in North America, and €18.99 / £14.99 in Europe.
Will Transistor be available in my country?
We plan for a worldwide launch. Transistor includes English voiceover and text in English, French, Spanish, Italian, German, Russian, and Brazilian Portuguese.
Can I preorder the game?
Not at this time though we’re looking into it!
Hey are these new screenshots?
Yes! We wanted to show a few more environments without giving away too much. These shots are taken straight from gameplay.
At the end of last year, we got Transistor to an alpha stage of development, which meant the game was essentially feature-complete and fully playable start to finish. Since then, we’ve been working to get every aspect of that game to a better place. Despite the broad-sounding goal, it’s a pretty meticulous process. We figured we’d give you a brief update on how it’s going!
In development speak, after alpha, our next big internal milestone is a fun-sounding term called ‘content lock’. Here’s how those are different:
Alpha means the game content is all there and no significant new features are being added. You’re done creating environments, characters, major features, and game systems. The game should be fully playable and expressive of what the full experience is ultimately going to be. In other words, it should be interesting to play and worth playing. If there are major gaps in the design, or the story, or any other aspect, it’s not really alpha.
Content lock means the game is near shipping quality. Like alpha, this can be a moving target. Placeholder assets are gone, and every aspect of the game from the tuning to the timing of the voiceover to runtime performance are getting locked down. The caveats are removed. There’s a big emphasis on testing and refining. After content lock, it’s down to critical fixes or key surgical improvements.
These days we’re zeroing in on that content lock stage. It’s a key point in development that boils down to sweating the details. We promise to tell you more just as soon as we’re ready. In the mean time, don’t be a stranger and visit us on Twitter, and thank you for all your support and enthusiasm for this game! […]
We’ve been pretty quiet this season, so as the year winds down we wanted to give an update on what we’ve been up to! And show you our festive studio décor.
What we’ve been up to, simply put, is making Transistor.
After our reveal of Transistor went over as well as it did back in March, our goal became very clear: to keep doing everything we can to make the full game live up to the first impression. We had our second major showing at E3 a couple of months later, where we announced the game is coming to PlayStation 4 and PC. We had one more big showing planned for this year, which happened at PAX Prime. Then after that, we wanted to hunker down and work on the game for the rest of the year. And that’s exactly what we’ve done.
Right now Transistor is in an alpha state where just about all of the content, systems, and features we have in mind are implemented in some fashion, and the game is playable from beginning to end. It’s where we wanted to be as we head into 2014.
In the coming weeks, we plan to keep testing, tuning, and iterating on every aspect of the game until we think it’s ready to put out there for you to play. We’ll talk more specifics as we get closer to that time. Until then, you can always check in with us on Twitter or Facebook. Stay tuned, happy holidays, and keep in touch!
We’re back from our big trip to Seattle where we let many hundreds of people get their hands on our latest build of Transistor. Three years ago, we showed Bastion in public for the first time as part of the PAX 10, and this show has been special to us ever since. As we dive back into development, we wanted to share some of the highlights from the show:
Supergiant @ PAX Prime in Photos Have a look at dozens of photos we snapped from our booth and other related events at the show.
One of the things we love about PAX is it’s an opportunity to have our whole team in the same place at the same time. Not only that, the sheer number of people willing to come visit us and wait through a 2-hour line just to play our game is something we still can’t get used to.
Latest Media Impressions of Transistor
We showed an updated build at PAX Prime, featuring a number of improvements on what we let people play at PAX East and E3. Here are links to some media impressions of how the game is shaping up!
“Transistor had us all sorts of excited at PAX Prime.” — Destructoid
Video: “Transistor – Sharp Combat and Aesthetics” — GameSpot
“Whereas Bastion played it relatively safe with its gameplay, Transistor is an entirely new combat experience.” — GamesRadar
“Managed to play it before I said goodbye to PAX 2013. I’m so thankful I did. Blew me away.” — VGRevolution.com
“…in Transistor the player has a very different relationship to the voice-over character.” — Polygon