Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.
By me. Uses Adaptive Images by Matt Wilcox.
Note: this was written around the time Void Bastards was released, but languished in my Drafts for years because I’d planned to make it longer. What’s there all still makes sense to me though, so I’m just gonna make it about the 3 things I did cover and throw it out there:
Void Bastards is a roguelike first-person shooter about boarding randomly generated spaceships. I designed a top-down roguelike about boarding randomly generated spaceships, so it’s interesting to see how the two games tackled the same issues differently, and how well their solutions worked out! I picked three:
Starting with this because I think VB absolutely aced it and HS did not. In a roguelike context, I’m using ‘progression’ to mean anything persistent you unlock or earn – how the outcome of one life can potentially affect those that come after.
In Heat Sig, doing missions gradually lets you ‘liberate’ space stations, and liberating stations permanently unlocks new items in the shops. I’m very happy with the items themselves, and how they support new playstyles, but you can find any and all of them from the start, as random loot. So the shop-unlock reward was never as strong an incentive as I’d like.
I considered the alternative, of course: holding these items back entirely until they’re unlocked. But the cost was too high:
Progression in Void Bastards is one big screen of unlocks and upgrades, which you earn by acquiring particular crafting ingredients then choosing which to spend them on. Unlike Heat Sig, weapons you haven’t unlocked yet are completely unavailable to you, but it avoids most of the problems I feared in a few ways:
I don’t think this was a big focus for either game. In Heat Sig, you’re ultimately trying to liberate 10 stations from each faction and then their strongholds. There is no special ‘content’ to this campaign until you finish it, then there’s a short scripted scene.
Void Bastards goes a bit further: you’re tasked with crafting an item, and when you do, there’s a short comic-book cut-scene explaining why this didn’t solve your predicament and why you need the next item. That cycle repeats 4 or 5 times, then the game ends.
Void Bastards’ presentation is slicker and these scenes give them a place for some jokes, but I actually prefer Heat Sig’s system because of one key difference: in Void Bastards, progress towards completing the game must be made instead of progress towards unlocks. You gather materials and parts for these plot items instead of gathering them for unlocks you want. In Heat Sig, you do both at once – the stations you’re liberating to work towards your overall goal are also unlocking new gadgets as you do so.
This meant VB’s extremely compelling unlock system actually worked against its main quest, for me. I was so excited to get new weapons and make my favourite ones more powerful, that the prospect of diverting my efforts towards mere completion was really unappealing. For all the same reasons it felt especially good to earn unlocks, it felt especially bad to spend those same resources and earn nothing.
This is an area where Void Bastards reminds me more of my early plans for Heat Sig than Heat Sig does. Every part of the ship was going to be a different subsystem of the ship’s functionality, and you’d be tinkering with them all to manipulate it. We moved away from that stuff because:
So in Heat Sig only one ship system is consistently present and relevant enough that you’ll usually visit it: the cockpit. Many others are present and messable-with but rarely end up relevant.
In Void Bastards, every area of the ship has a purpose and most are gameplay relevant. Early on, my pattern was to always visit the Helm for a map, then use this to scour the ship of loot, stopping by Atmo when I was low on air. Later, some ships don’t have a Helm: on these I’d come up with some logical order to search the rooms, to make it easier to keep track of where I’d been and not. Some ships are powered down, in which case you have to visit Gen first to power them up, before applying the normal strat.
This is a significantly better level of player engagement with ship systems than Heat Sig has. But it’s still a little rote: everything comes down to “If X, then Y”. I think an interesting direction to expand in would be: what ship systems would we need to get the player to feel like they’re making a judgement call each time?
Maybe a system that can clear the tricky but not impossible environmental hazards, like fire and electrical leaks? One that adds a new type of enemy, plus some loot? What if the question we ask you is not just “What order do you visit these rooms in?” but “Which 3 of these systems do you most want to use on this ship?” If each system you mess with took the ship closer to lockdown, there could be a limit that would push you to make bigger decisions than order of operations.
Here’s Void Bastards on Steam, and here’s Heat Signature.