Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

John Watmuff's Blog

 

Hellos! I am one of (only) two developers working on the game known as Lilith Odyssey. Lilith Odyssey, is an open-world, survival strategy game that finally made it to the steam store on January 8th 2021. Our studio is called Chaystar Unlimited, and we have been working on our game for about 4.19 years, according to my therapeutic excel spreadsheets.

We worked on the game in our spare time while holding two ordinary office jobs. Our game has now been featured in a variety of publications and after so much time in development, the attention has been charming and thrilling!

Prior to Lilith Odyssey, we developed a small web game called www.seadope.com

We are a very small team and we've taken a long and strange journey through the game development process. Hopefully my blog on this site will reveal some of the techniques and tricks that helped the two of us power past the typical expectations of a small studio -- and additionally provide insight into our business results \ project execution results.

I have a lot more to share, in upcoming future blogs — regarding graphics, art style, and iterative development! I like to play Age of Empires II: Definitive Edition, Rocket League, and a bunch of random golf games. I also like to get away from my computer to workout & play real golf :D. 

Lilith Odyssey's steam page:
https://store.steampowered.com/app/1450800/Lilith_Odyssey/ 

 

Member Blogs

Our space adventure/survival game holds a galaxy filled with more than 1000 unique worlds, 20+ interactive space businesses, and various points of interest. I want to share our groundwork and approach for doing this with only two developers.


Now knowing the extensive struggle that was this 4-year project, would we do it all over again? It’s a tough question to answer without sales data, but that may give us the most honest answer.



John Watmuff's Comments