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:
Open your Steam library.
Right click on Spinnortality; click “Properties”.
Click the “betas” tab at the top of the window.
There’s a text box that says “Enter beta access code to unlock private betas:” Write “letmeintothebeta” in there, and press “Check code”.
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 itch.io 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. 🙂
Expect the full update to drop around the end of July.
I thought it might be interesting or useful for people to know how Spinnortality’s sales went, so I wrote a post on my main blog talking about that. So if you’d like to know exactly how many units the game sold, and what that means for me going forward, you can pop over there.
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.”
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. 😉
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.
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 🙂
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.
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.
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.
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.
Hey lovely followers! Just a quick reminder that the Spinnortality Kickstarter will finish in just under 72 hours! If you didn’t want to pledge until later, now’s the perfect time to do that.
The campaign’s been very successful and we’re now at 112% of our goal – in other words, I get to do this full time and focus on making the game as great as it can be! But you might want to back for other reasons:
Rewards: maybe you want to get access to beta builds? Or name a rival corporation? Or, if you have tons of money, help me write some random events? These things are all available!
Stretch goals: As of writing, we’re at €11,286. If we make it to €12,000 then I’ll add a system where players can colonise the moon, choosing to turn it into a theme park or a giant billboard or, if you’re old-fashioned, just a good ol’ Death Star.