Posted by Greg Kasavin on June 10, 2013
We’ve compiled a list of frequently asked questions about Transistor for your reference. If you have additional questions you’d like answered, send us a note!
What is Transistor?
Transistor is a sci-fi themed action RPG that invites players to wield an extraordinary weapon of unknown origin as they fight through a stunning futuristic city. The game seamlessly integrates thoughtful strategic planning into a fast-paced action experience, melding responsive gameplay and rich atmospheric storytelling. During the course of the adventure, players will piece together the Transistor’s mysteries as they pursue its former owners. Have a look at the reveal trailer to get a feel for the game.
Who is the developer of Transistor?
We’re Supergiant Games, an independent development studio based in San Francisco, California. Our first game Bastion released in 2011 and proceeded to earn more than 100 industry accolades and sell more than two million copies across all platforms. You can learn more about us on our team page.
Who is the publisher of Transistor?
We are publishing Transistor ourselves. We had a great experience working with Warner Bros. as our distribution partner on Bastion though this time around we wanted to see if we could do it on our own.
Where did you get funding for Transistor?
As with Bastion, we are self-funding Transistor, and have not sought or accepted funding from any outside sources. This means we can make the game we want to make on our own terms and timeline. We’ve re-invested the money we made from Bastion into this game.
What platforms is Transistor coming to and what is the release date?
We can confirm that Transistor is coming to the PlayStation 4, and PC via Steam and this web site. We will subsequently release native Linux and Mac versions of the game. We expect it to be available sometime early next year though we don’t have a more-specific date at this time.
Why choose the PlayStation 4 over other gaming consoles?
We’re very excited about the PlayStation 4′s prospects as a next-generation game console, and in turn, the team at Sony was very excited about having Transistor on the platform. Being able to self-publish on console will be a new experience for us and something we’re very interested in, and Sony has been very supportive by providing the development kits we needed as well as opportunities to show our game to the public at various events such as E3.
Will Transistor ever come to other platforms?
All our focus is on the successful launch of Transistor on the PlayStation 4 and PC. We will work to bring the game to Linux and Mac afterwards. Beyond that, we don’t have any specific plans but have not ruled anything out. As with Bastion, the quality of Transistor is our primary concern, and that means having to stay focused on supporting a small number of platforms where we think the game can have the biggest initial impact.
Your first game launched on only one platform. Why launch on two this time?
Bastion debuted on Xbox LIVE Arcade and came to Steam three weeks later, so the two versions launched very close to each other. Since then, our team has grown to some extent so now we feel confident we have the bandwidth to support a simultaneous launch on two platforms. Of all the versions of Bastion we shipped, we have the biggest audience on Steam, so it was very important to us to be there day one this time around.
Can I preorder the game?
We’re not accepting preorders at this time, though we appreciate your interest! If you want to get the game as soon as it’s available please join our mailing list and we’ll keep you posted.
Where can I get the soundtrack?
Transistor will feature an original soundtrack by our audio director Darren Korb, featuring songs with vocals by Ashley Barrett. We expect for the game’s soundtrack to be available for purchase when the game itself is released, or shortly after.
How big is the development team?
All seven members of the team that created Bastion are working together again on Transistor, with the help of several key new additions. We’re up to 10 people now at Supergiant and looking to stay at around that size, as the small-team dynamic is important to how we operate.
When did Transistor first go into development?
While some of the ideas on the project date back to around the time Bastion was wrapping development, we first started seriously talking about and prototyping concepts for Transistor in the fall of 2011 some months after Bastion shipped. We kept busy supporting Bastion and working on additional versions of the game for the following year so full-time work on Transistor didn’t start until around September of 2012.
What engine is the game running on?
Transistor is running on our proprietary 2D engine, an evolution of the tools and technology we created to make Bastion. The engine was originally written in C# using the XNA framework for the first versions of Bastion. Now it uses our fork of MonoGame, which allows us to support more platforms and continue making improvements. Since Bastion, we have implemented a large number of improvements and optimizations to our code base, from a much more powerful scripting language to a new lighting system and more.
How long is the game?
As Transistor is still in development, we don’t have an estimate on the game length at this time. Our goal, much like with Bastion, is to create a complete-feeling experience that leaves players satisfied. Thus we want the length to feel “just right”. We are committed to making games that respect your time and are not filled with meaningless filler content.
Does the game have multiplayer or co-op?
Transistor is first and foremost a single-player experience. Our narrative goals for the project are best suited to a game you play on your own. At the same time, we are exploring some online features we think can enhance the experience of the game and its atmosphere. Like many aspects of the game, we don’t want to say too much more about this so that players can discover it for themselves once the game is available.