Children of the Sun burst onto the indie scene like a muzzle flash on a dark night. Publisher Devolver Digital dropped the game’s first trailer on February 1, showcasing frenzied sniper shots and a radioactive art style. A Steam demo highlighting its initial seven stages went live that same day and became a breakout hit during February’s Steam Next Fest. Two months later it landed in full and to broad acclaim. This explosive reveal and rapid release timeline mirrors the game itself — chaotic but contained, swift and direct, sharp and bright. Though it feels like Children of the Sun popped into existence over the span of two months, it took solo developer René Rother more than 20 years to get here. René Rother As a kid in Berlin in the early 2000s, Rother was fascinated by the booming mod community. He spent his time messing around with free Counter-Strike mapping tools and Quake III mods from the demo discs tucked into his PC magazines. Rother daydreamed about having a job in game development, but it never felt like an attainable goal. “It just didn't seem possible to make games,” he told Engadget. “It's like it was this huge black box.” Rother couldn’t see an easy entry point until the 2010s, when mesh libraries and tools like GameMaker and Unity became more accessible. He discovered a fondness for creating 3D interactive art. But aside from some free online Javascript courses, he didn’t know how to program anything, so his output was limited. “I dabbled into it a little... Continue reading at 'Engadget'
[ Engadget | 2024-04-18 19:45:11 UTC ]
The Global Literature in Libraries Initiative takes translations to the ALA Annual Conference and administers a YA prize. Continue reading at Publishers Weekly
[ Publishers Weekly | 2019-06-14 04:00:00 UTC ]
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