The Challenging Development of SuperGiant Games’ Transistor

<p><strong>Recently we took a deep dive into&nbsp;</strong><a href="https://medium.com/launchcannon/a-colourful-apocalypse-bringing-bastion-to-life-1002bc6e295f" rel="noopener"><strong>the making of&nbsp;<em>Bastion</em></strong></a><strong>, a classic story of a dev-team striking gold on their debut. Now we&rsquo;ll look at the more challenging development process for their follow-up RPG,&nbsp;</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 &lsquo;Bastion 2&rsquo;</strong></h1> <p>After the release and surprise success of&nbsp;<em>Bastion</em>&nbsp;in 2011, the team at San Francisco based<em>&nbsp;SuperGiant Game</em>s decided to forge a new path to create something fresh &mdash; not just a sequel. Wary of being labelled &lsquo;the<em>&nbsp;Bastio</em>n studio&rsquo;, 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 &rsquo;sci-fi love story&rsquo;, and gameplay-wise they wanted to add tactical<em>&nbsp;X-Co</em>m style turn-based elements. But how these pieces would eventually fall together wasn&rsquo;t clear.</p> <p><a href="https://launchcannon.medium.com/the-challenging-development-of-supergiantgames-transistor-14d367b874de"><strong>Visit Now</strong></a></p>