Latest News

Preorder away! - September 9th, 2013

Gravity Ghost is available for preorder! Head on over to our spangly new store page – here are the highlights:

2 for 1: Preorder the game to receive an extra copy to give away to someone special

33% off until launch: Get 2 copies for $9.99 (saving $5 off the $14.99 launch price)

All-new soundtrack: Preorder the latest from the composer of FTL for 40% off the launch day price

Feelings: See for yourself in our all-new trailer:

My “Little Indie Mario Galaxy” - June 20th, 2013

I already wrote this on my Gravity Ghost devlog but I’ll post it here too because it is exciting. :)

Last week at E3 we had the chance to share the game with Kirk Hamilton of Kotaku. I admit I was a bit nervous – E3 is where all the megamillion-dollar video games show off their newest and greatest features. What would a game made by a small team have to offer that would interest a mainstream gaming news site?

As it turns out I needn’t have worried. Kirk was kind enough to call Gravity Ghost “The Little Indie Mario Galaxy that Could.” In the following video he interviews me about the game as I play through a few minutes of it (This is also your first chance to see some of the new planet types in action). Check it on out!

Sup, Holmes? - March 14th, 2013

Jonathan Holmes of the eponymous “Sup Holmes” webshow was kind enough to have me on as a guest this week! You can listen to/watch the whole thing here:


Or check out the post on Destructoid right thurr

Huge thanks to Jonathan for the opportunity to speak to such a huge audience about my work. I started out making obscure-ass adventure games and now it’s showing up as news on one of the major gaming websites. That is bananas. It’s more than bananas. It’s papayas.

Devlog Blog & Vlog - January 20th, 2013

This will be the year that my team and I release Gravity Ghost, hooray! We have every milestone scheduled from now until our (as-yet-unannounced) ship day. Now all that’s left is a metric craptonne of work. I love it when a plan comes together.

I invite you to follow our progress at the Gravity Ghost devlog, where you too can learn the secrets to indie game development. You’ll also find tangentially game-related comics, like this one.

Although we’re a few weeks in already, I like to use the new year to evaluate my goals for the next 12 months (besides “more puns”, which is always on the list).

Here are a few of my professional goals for this year, in no particular order:

- Teach game development/programming to more young people (next week ends my third year of teaching the Indie Game Sprint at Columbia College, so we’re off to a good start : )
- Learn C# (or rather, learn it properly, not just enough to make simple prototypes)
- Improve my illustration, especially digital painting
- Start doing something comics-related with some regularity
- Learn more about DIY marketing
- Teach/lecture in more new places
- Find more silly words that rhyme with blog

I’m happy with how my independent games career has come along these last 8 years. It still astounds me that this actually is a career. Back when I started, “video games” were always big-budget studio titles. Having any creative input on a video game at all meant you needed to have 10 years of industry experience (or so the prevailing wisdom said).

My game development started as a hobby in a practically non-existent niche (I didn’t hear the word “indie” applied to games until about 2008 – before that, we were “amateur” or “freeware” developers). I expected my audience to be in the hundreds. So much has changed. Thanks for sticking with me and supporting me and my work – I’m so lucky to be able to create the worlds I do.

Exciting Gravity Developments - June 12th, 2012

Last week at E3 was amazing. I got a chance to demo the game to a ton of people, and the response was overwhelmingly positive. Like, overwhelming enough that I had to calm myself down with coffee. The whole thing was pure developer soul food (the positivity, not the coffee. Well, maybe the coffee too).

One of the people I talked to was Evan Narcisse of Kotaku, who was kind enough to feature the game on-camera. So head on over to Kotaku to see the first-ever video footage of Gravity Ghost to grace the internet:

Another exciting thing I forgot to post here is that I’m now updating the Gravity Ghost devlog pretty regularly. So hang out if you want to hear me wax poetic about things like animation, inspiration, and probably coffee again.

DIY Animation - April 24th, 2012

Head on over to the Gravity Ghost devlog if you’re interested in seeing how I think about animation and character design. It turns out that designing a character who is both dead and endearing is quite a challenge.

If you’re reading this site, there’s a good chance you’re open to the idea of making your own games. I’m here to tell you that making your own art isn’t as difficult as it sounds, especially if you’re interested in improving your drawing skills. It’s a good way to level up your art really fast, and leave each game looking better and better.

The art for my first two games was largely created in MS Paint. And while I wouldn’t actually recommend that if you’re interested in having wrists that work, it did sure teach me a lot about making readable game art.


Needs more pixels.

New Game: Gravity Ghost! - February 15th, 2012

Surprise! Here’s what I’ve been doing all these months. My team and I are proud to announce our new game, Gravity Ghost. Hop on over to that site for a much more detailed breakdown of the game, with many colorful images for your eyes to enjoy. : )

You can follow our development on the brand new dev blog, on Twitter, or as always, by following me (@Livelyivy). Hope you like it!

Kinda looks like a lowercase g, if you squint
I just realized all my games are about robots, dead girls, or communists.