Posted by Greg on April 26, 2012
We’re very happy to announce that Bastion is now available for the Mac! Mac users can get it right now on the Mac App Store. Additionally, if you’ve purchased the PC version of the game through Steam, you’ll be getting a free SteamPlay update for Bastion, which means you’ll be able to play the game on Mac as well as PC (complete with cross-platform cloud saves). So the next time you find yourself with nothing but a Mac, the Internet, and your Steam account, you can always go back to Bastion!.
Bastion for the Mac is essentially identical to the PC version, so you can expect the same high-resolution 1080p hand-painted artwork, fully remappable controls, and smooth gameplay experience. Here’s an image:
We hope those of you who like a bit of Mac gaming enjoy this latest version of the game. Kudos to our own Andrew Wang for doing all the heavy lifting bringing Bastion to OSX. While we have no other versions of the game slated for the moment, we always appreciate the interest from folks who want to see Bastion for their favorite platforms. To all our new players, we hope you enjoy your adventures in Caelondia, and look forward to hearing your impressions! […]
Posted by Greg on April 12, 2012
Hey, here’s a quick rundown of the latest happenings at Supergiant HQ:
Return from PAX East: We just got back from PAX East in Boston, where we had an excellent time meeting with hundreds of fans and letting them get their hands on the old, old first playable prototype of Bastion. We’ve got dozens of photos up on Facebook if you want to take a look. Included are several folks who showed up in amazing Bastion-themed costumes — we were blown away!
We decided to bring our first prototype along since we figured folks would get a kick out of seeing (if not playing) such a crude and early version side-by-side with the finished game. This playable build was made just four weeks after Amir and Gavin founded the studio. In spite of its simplicity and placeholder art, the prototype does showcase some of the ideas and mechanics we ended up refining and using in the final game. We also like showing just how rough these things look when they start off. Take a peek, see if your eyes bleed:
Many thanks to everyone who took the time to stop by our booth at the show! It was great, and we look forward to many more PAXes in our future.
Welcome Chris! We’re also very pleased to welcome the ninth member of our team, Mr. Chris Jurney (@jurney on Twitter), a veteran engineer who’s worked on a variety of outstanding games, from Company of Heroes to Iron Brigade. His most recent work, however, is a game in which a bear struggles to avoid accidentally crushing people to death in its quest for love, acceptance, and oxygen. He made it in a couple of days with the help of a few friends. With Chris on board, our engineering team swells to a whopping size of three, so we’re very much looking forward to seeing what we can do with all this newfound power. You can learn more about Chris on our Team Page.~ ~ ~
That’s the latest from us for now! At PAX East we got tons […]