The Challenging Development of SuperGiant Games’ Transistor
<p><strong>Recently we took a deep dive into </strong><a href="https://medium.com/launchcannon/a-colourful-apocalypse-bringing-bastion-to-life-1002bc6e295f" rel="noopener"><strong>the making of <em>Bastion</em></strong></a><strong>, a classic story of a dev-team striking gold on their debut. Now we’ll look at the more challenging development process for their follow-up RPG, </strong><a href="https://www.supergiantgames.com/games/transistor/" rel="noopener ugc nofollow" target="_blank"><strong><em>Transistor</em></strong></a><strong><em>.</em></strong></p>
<h1><strong>Anything But ‘Bastion 2’</strong></h1>
<p>After the release and surprise success of <em>Bastion</em> in 2011, the team at San Francisco based<em> SuperGiant Game</em>s decided to forge a new path to create something fresh — not just a sequel. Wary of being labelled ‘the<em> Bastio</em>n studio’, they wanted their new title to have the same foundational principles: a game with its own identity that would leave players with a positive impression, and continue to focus on deep world-building and interesting gameplay mechanics. Thematically they had the initial concept of a ’sci-fi love story’, and gameplay-wise they wanted to add tactical<em> X-Co</em>m style turn-based elements. But how these pieces would eventually fall together wasn’t clear.</p>
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