Happy New Year from Supergiant Games!

Posted by Greg on December 31, 2010

Here’s to a great 2011. Thanks again to all of you who are already excited about what we’re doing. Next year we will do everything we can to make it up to you.

Happy New Year from Supergiant Games!

That’s us up there, from left to right: Logan Cunningham, Darren Korb, Amir Rao, Jen Zee, Gavin Simon, and Greg Kasavin. […]

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Bastion Bulletin, December 2010

Posted by Greg on December 24, 2010

As the year draws to a close, we’re steeling ourselves for what promises to be an even more exciting 2011 for all of us at Supergiant Games. For now let me give you a quick update about what we’ve been up to and how our game’s coming along.

Bastion named a Top-5 Best Upcoming Indie of 2010 in Indie DB’s Editors’ Choice Awards: This was awesome. Out of all the independent games now in development (that have been announced), Indie DB’s editors named Bastion one of the five most promising ones. We’re humbled to be mentioned in the same breath as games like Fez, Overgrowth, Dustforce, and of course Monaco.

Bastion in the news: Also check out new previews of our latest build on GameSpot, G4TV.com, and even Multiplayer.it for all you Italian speakers out there. They’ve all had great things to say about how we’re doing so far. Plus you can check out new interviews with some of us on Dead Pixel Live and Big Download, with still more coming soon. There’s always a lot we want to say and show about our process and about our game, though of course there’s much more we intend never to show or talk about when it comes to the game content itself, since we don’t want to spoil it.

Bastion development update: Right now we’re putting the finishing touches on the last remaining game systems, including some of the later structures you’ll gain access to and creatures you’ll encounter, and forging ahead on the last third-or-so of the game’s content. Darren’s recently composed a bunch of great new music and Logan’s delivered an awesome performance on hundreds of new lines of narration we’ve since plugged into the game, so the game content has been growing at a good clip.

At the beginning of January, we’re planning to hunker down and polish up everything we’ve built in recent weeks, and stitch it all together, since our development process involves keeping the game in a stable, shippable state at all times. These kinds of milestones are intense, as the […]

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The Workmen Ward and The Hanging Gardens

Posted by Greg on December 24, 2010

To commemorate reaching more than a thousand followers on Twitter, or maybe by sheer coincidence, we’re releasing two new images of some of the environments from Bastion’s first chapter. Click for full-size and read on for more details.

Hardly anyone had ever heard of Supergiant Games until we announced Bastion just a few months ago. We wanted to take a moment to thank you for supporting us — I mean, we haven’t even released a game yet so we hardly deserve it. We’re better off for it, that’s for sure. One of the many important aspects of independent game development is having the courage of one’s convictions to keep pushing in directions that may not be proven or obvious, and having that courage all the time is easier knowing lots of people out there are interested in what we’re making here. We’ll continue doing everything in our power to make sure the game lives up to all the promise you see in it, and then some. For now, here’s a look at two new locations:

Top – The Workmen Ward: Even the industrial areas of the City of Caelondia were pristine, thanks to the windbags working the Workmen Ward. This is one of the first areas you’ll visit in Bastion, and it’s the first time the game starts to open up a lot more in terms of where you can go. You’ll learn more about the windbags and why they’re being none too social these days. Also here you can see the Kid wielding the War Machete, a weapon that’s faster and in some ways even more versatile than his trusty Cael Hammer.

Bottom – The Hanging Gardens: The Hanging Gardens used to be one of Caelondia’s most popular recreation areas, with its stunning views and colorful flora. But that was before the Calamity. Here we begin to learn more about the impact of what happened. As you can see the area contrasts sharply with a place like the Workmen Ward, though the areas are in relatively close proximity. Imagine where we’re going to take you from […]

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“Building the Bastion” Continues!

Posted by Greg on December 3, 2010

UPDATE: Thanks to everyone who tuned in for the live show! In case you missed it, you can watch the episode on-demand right here. Witness the surpassing luxury of our workplace!

Be sure to tune in to GiantBomb.com today at 3:30pm Pacific and join Amir, Gavin, Jen, and Greg for the next installment of Building the Bastion, in which our team will take you behind the scenes of the game we’re working on and provide a rare glimpse into the world of game development.

This time around we’ll be showing the earliest version of Bastion’s story-driven campaign, back when it was basically stick figures, text screens, and scanned D&D monsters. Then we’ll be showing you a much more recent build, including a first look at a never-before-scene level and our overworld map. Let us know what you think after the show!

Also in case you missed it, Greg gave a live demo of Bastion’s prologue earlier this week on GameSpot, so check it out if you want to see the latest version of the game’s opening sequence.

Giant Bomb […]

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