You can test upcoming “Automation” update on, if Steam isn’t your thing

Hi again everyone,

Just a quick one: Spinnortality‘s getting a free update soonish, and I’m looking for testers. If you’ve already got the game on Steam you can opt in to the testing beta; instructions are here.

But what if you don’t like Steam, or if you just bought the version? Fear not: the beta builds are uploading to as we speak! If you’d like to test the game just get in touch using this form (put “Spinnortality Automation beta” in the subject line) and I’ll get you a free key. This goes for anyone, regardless of whether you’ve bought the game or not, so if you’d like to play the game for free now’s your chance! I can’t promise the betas will be up forever though, so you’d best be quick. 🙂

Beta testers, please leave feedback/bug reports either with that same form or via the Spinnortality beta discord.

Happy testing!








The “Automation” update is coming, but needs testers

Hi all,

First off, thanks for sticking with the game. Since launch in February I’ve been fixing bugs and fiddling with other projects (I needed a break from this 3-year-long marathon), and some of you have been asking about updates and DLC. Thanks for your patience while I focused on other stuff until I was ready to come back to this.

I’ve also been working on a free update for Spinnortality: Automation. My goal is to fix some balancing issues in the mid-game, and in the process add another layer of mechanical richness.

What can you expect in this update?

  • Launch products, push media and change laws automatically with Automation teams!
  • Watch in mild discomfort as your workers demand higher pay, slowly undermining your profitable foundation.
  • Custom icon support.
  • You can now commit workers to directly influencing the company, allowing you to “research” Authority.

There are other features and smaller fixes too. All told, this should be a serious improvement on the original game!

However, I don’t have any beta testers for the update so I’m not sure how balanced it is. That’s where you come in: I’ve set up a beta on Steam that you can opt into if you’ve already got the base game and you’d like to get this a little early, albeit in a rickety state. You can access it like so:

  1. Open your Steam library.
  2. Right click on Spinnortality; click “Properties”.
  3. Click the “betas” tab at the top of the window.
  4. There’s a text box that says “Enter beta access code to unlock private betas:” Write “letmeintothebeta” in there, and press “Check code”.
  5. You’re now opted into beta builds of the game. To go back to regular builds later, use the drop down menu where it says “select the beta you would like to opt into”.

UPDATE: If you’d rather use to get beta access, go here.

I’d love to hear your feedback: once you’ve played the update for a bit, head to our discord and post any suggestions or bug reports there. Please let me know if you think there’s something I should change or something isn’t properly balanced: I’ve tested this on my own but there’s only so much one person can do. 🙂

Ooh! Custom icons!

Expect the full update to drop around the end of July.



Soundtrack and Behind the Scenes Extras Now Available

Hi everyone,

Just a quick note to tell you I’ve just released a “Soundtrack and behind the scenes” pack for Spinnortality! It has:

  • The Spinnortality soundtrack, remixed a little by the composer.
  • Scans of my handwritten notes while making the game, from its initial conception (and list of potential names) to marketing and final tweaks.
  • “But what does it mean?: inspirations and motivations behind Spinnortality”, a short document explaining the game’s inspirations, and its theoretical underpinnings.
Mmm, look at that dangerously spidery handwriting.

You can get it on Steam or

Spinnortality is OUT NOW!

Hi newsletter followers!

Spinnortality, that cyberpunk management sim I’ve been bleating on about for ages, is out now!

You can buy it from Steam or from, for £9.99 / €9.99 / £9.99. You can also watch the new launch trailer or a 10 minute gameplay video.

What’s this about, again?

Found a company, spread fake news, start riots and become immortal. In this cyberpunk management sim, wealth is power and corporations are king. Can you monopolize the globe and build a corporate empire that will stand forever?


“I urge you to wishlist and buy it. One-person dev team, labour of love project, tiny budget, really compelling game.”
Alexis Kennedy, lead developer Cultist Simulator & Sunless Sea.
I hope you enjoy it! Also, since I’m a tiny developer any help you can do getting the word out would be amazing: tweeting, posting on social media, that sort of thing. No pressure though, I know we all have busy lives and are all a little freaked out by social media. 😉


Spinnortality is launching February 1st

The title kind of gives it away, but it’s worth repeating:

After 3 years of development, my weird hobby project that turned into a Kickstarter is

launching on February 1st!

Look, I have a shiny new announcement trailer:


You can go here to learn more, or go to the Steam page to wishlist the game!

If you’re a streamer, journalist, podcaster or some other kind of influencer, feel free to get in touch!


So, what now?

Well, most of my time between now and release will be spent doing PR, final balancing/tweaks and finalising the German version. (Yes, it’ll be in German too!)

If you love the game and want to help out, tweeting or posting to social media about it is a really great way to help at this stage. 🙂 No pressure though!

See you on the other side! :O

New update: The Paths to Victory are Paved with Interns’ Skulls

Hi all!

I don’t want to spam you too much, but remember that cyberpunk management game, Spinnortality?

Well, it’s still in the works and you can read how it’s doing here! That link will take you to the latest dev blog post.

I will not, however, copy-paste the entire post into this update, because that would be mean, and many people will not want that.

But if you are still interested in this game, and want to know when it launches, it has a handy Steam page where you can wishlist it. It would be super helpful if people wishlisted, because the more people buy the game (and leave a positive review) on day one, the better a game will do on Steam over time. It’s the algorithm, see.

If you’re still on the fence, have a lovely gif:

Beware your conscience; obey the Board

Hello Spinnortality followers!

This is a quick note to let you know what I’ve been up to for the last two months!

(Psst! You can also wishlist the game here to get a nice, helpful reminder when it’s out! 😀 )

Ethics and Consequences

A lot of people have pointed out that, without the voices of victims, Spinnortality would just be a fun “let’s screw up the world” simulator. I’d like it to be a bit more than that, and hopefully comment on some real-world problems, so I’ve added more emails from people whose lives you’ve ruined, as well as two new characters you can connect with and, possibly, disappoint. (For anyone who played the prototype, think more Journalist characters.)

Enter the Board

The Board have appeared a little bit in previous builds, but only as distant mission-givers. Now, though, you need to stay on task, stay in the black and stay on the public’s good side, or the Board will kick you out.

Those are the basics, but if you like the sound of that, you can read more in the latest Kickstarter update. I’d tell you more here, but I don’t want to spam you 🙂


Hello newsletter people! Just wanted to let you know there’s a small update on my Spinnortality progress.

The quick version:

  • There’s now a Spinnortality Steam page! I’d be delighted if you put it on your wishlist.
  • The moon is coming along nicely.
  • I had to spend a lot of this month taking advantage of funding opportunities that were too good to pass up, but the game is still on track.

Thank you for your attention!

Dev update: Agendas, and bodies in vats

Hey all!

Spinnortality’s coming along well and I thought you might like a quick update! This is where I’m at right now.

And apologies to anyone who Kickstarted the game – this is a duplicate of the KS update you just got.

The quick version:

Basically I added a “grow bodies to transfer your mind into” interface, changed up the agenda interface and added some new interface features to make the moment-to-moment busywork less busy. I’ve also tweaked some algorithms to make the game harder in the mid-game.

Game features:

  • completely reworked agenda system and interface. Missions have been moved into a new window until I figure out what to do with them.
  • new feature: you can no longer just click to transfer your mind to a new body. Instead you gain access to the biolab, a place to grow artificial bodies which you can then transfer your mind into. (See pic above)
  • there’s now an agenda for turning any nation into a corpornation without destroying it first. Should help with late-game drag.

User Interface:

  • there’s now a clickable nation menu (top right of screen, see above); can be ordered by culture values
  • there’s a product readout (top left, see above) which tells you how successful your product launches are at a glance
  • there are now clicky interface sounds! Thank you Anthonyyyyy. (Anthony is my music guy who also made the clicky sounds.)
  • emails now have back/next buttons
  • volume controls are back (options menu)
  • added markers to culture sliders for readability
  • you can now skip the current part of the tutorial, or disable the tutorial completely
  • game now asks if you’re SURE you want to relaunch an already-successful product. This is to help players who don’t understand that products don’t need to be constantly relaunched.

Game tweaks: 

  • espionage is now cheaper and faster, which should make it more appealing. “Incite riots” (the black op for destabilising nations) now pushes a nation towards chaos more quickly. Nations near chaos may fire a random event allowing you to push them further into chaos.
  • expensive projects don’t make so much money, now. Some random events have been put in place that make things harder if the game’s too easy. This should nerf players who do so well at the start of the game that it’s a cakewalk financially.
  • shortened the opening tutorial so players get into the game faster.