Posts Tagged ‘klei entertainment’

Invisible, Inc. Early Acccess Impressions:

By Alec Meer on September 2nd, 2014.

Invisible Inc is a turn-based, grid-based, cyberpunkish stealth strategy game from Klei, creators of Don’t Starve and Mark of the Ninja. It’s about secret agents breaking into sinister corporations to steal cash and data. It’s about risking everything and losing everything, but then trying it all again because you’re damn sure you can do better. It’s out now on Steam Early Access, and I’ve spent the last couple of days sheltered within its billowing trenchcoat.
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Interview: Early Access, Stealth And Mods In Invisible, Inc.

By Graham Smith on August 8th, 2014.

Invisible, Inc. is coming to Steam Early Access on August 19th. It’s developer Klei’s return to stealth after 2012′s Mark of the Ninja, but this time it’s turn-based, tactical, and about steering a team of operatives through a Syndicate-inspired world of corporate espionage. It’s also their return to procedural generation and permadeath after 2013′s vastly successful Burtonesque survival game, Don’t Starve.

I spoke to company founder and programmer Jamie Cheng about why they came back to stealth game design, the challenges of procedureal generation, the right way to do Early Access, and mods.

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Glutton For Punishment: Don’t Starve Expansion Released

By Alice O'Connor on April 4th, 2014.

Kill the wabbit! Kill the wabbit! Kill the wabbit!

Fee-fi-fo-fum! I smell the beta of an expansion! Honking great giant beasts are now stomping merrily around Don’t Starve as its expansion Reign of the Giants is out in beta on Steam Early Access. No, I hadn’t realised DLC could be released that way either.

As one would expect and fear from an endless nightmare where the only release is sweet merciful death, Reign of the Giants adds a few more survival tools but mostly new ways to die horribly.

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Hungry For More Don’t Starve? Try The Screecher

By Craig Pearson on November 4th, 2013.

He was like that when I got here!
Did anyone do anything for Halloween? I was left alone in an empty house, so I watched Ghost Watch and strutted fearlessly about the house, bravely turning all the lights on (to better see the ghosts and murderers). Klei Entertainment’s halloween celebration was a bit different than that. They held a Halloween modding game jam to [things that go] bump [in the night] up Don’t Starve’s mod count. But more importantly they released their own mod for Don’t Starve, one that turned the game of survival into a Slender Man-esque forest romp.
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Mark Of The Ninja DLC Sneaking Out

By Craig Pearson on August 8th, 2013.

Staring Eyes
I’ve been saving Mark Of The Ninja for the winter months. Dark nights, curtains drawn, the room lit by a candle light that’s been strategically placed in a breeze to create rippled shadows. I might even move to Japan to enhance the experience. I’ve put it off this long, what’s a few more months for an unnecessary and stressful intercontinental move? And to everyone about to say “You should have played it already”, well waiting means I get to play the game with the newly announced DLC in one big pile of 2d stealth fun. This new DLC only adds a new prequel level and two new items to help you play more stealthily, but the biggest addition is my favourite game extras: a commentary track.
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Wot I Think: Don’t Starve

By Alec Meer on April 26th, 2013.

Don’t Starve is an isometric 2D survival-roleplaying game, set in a randomly-generated fantasy world of threats and food shortages, and from the studio behind Mark of the Ninja. You have to not starve.
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I Dream Of Eating: Do Play Don’t Starve

By Nathan Grayson on April 24th, 2013.

As far as near-universally applicable life advice goes, Don’t Starve is up there with “do breathe” and “do not play in high-speed traffic unless you are an RPS spambot programmer or a car.” Klei’s survival sim designed around that concept, however, is anything but simple. Instead, it’s a methodical, almost insanely hostile thing, requiring brains to triumph over a sickly lack of brawn, the ever-ticking clock of mortality, and  that most universal specter of them all: steroid-infused pig men. Wisely, then, Klei opted to put its delicate ramshackle shelter of cards through various phases of testing for quite some time, but now it’s finally and fully out in the wild. There’s a new trailer outlining the launch update after the break.

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Marked Improvement: Mark Of The Ninja’s Special Edition

By Nathan Grayson on March 20th, 2013.

In which ninjas must deal with treachery, the inevitable march of technological progress, and horrible sunburn.

Guysguysguysguysguysguysguys! HOLD THE PHONE. Are you holding it? Physically? Cradling it, perhaps, like a precious infant or a 20-strong stack of the world’s most delicious pies? OK, good. Here goes: Mark of the Ninja’s adding a mode with non-lethal takedowns. Their absence, if you’ll remember, was one of my only real grievances with what’s otherwise one of the best stealth games in years. This is probably the most exciting thing to happen since man landed on the moon or I built that pie tower earlier today. Oh, but Mark of the Ninja: Special Edition has other things, too – including a new playable character, prequel level, and heaps of developer commentary. Details and some pictures that move with remarkable speed in spite of their baggy stealth pajamas after the break.

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On The Power And The Diminishing Returns Of “Indie”

By Lewie Procter on March 8th, 2013.


Something is happening. I’ve noticed it, you may have noticed it, and it’s probably no surprise to anyone who’s ever bought an “indie” record. The corporations with a finger in this delicious pie we call the games industry have been watching what’s happened, too. They’ve been watching the achievements of the likes of Jonathan Blow, 2Dboy, Notch/Mojang and other countless successful indie developers. Now, they’re changing the way the operate. And that is in turn changing how indies operate. Indie gaming will never be the same again. Is this a bad thing?

We talked to Double Fine, Positech, Klei and others to find out. Read the rest of this entry »

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The Blunder Games: Don’t Starve Diary, Part Two

By Adam Smith on January 24th, 2013.

The continuing adventures of hungry gent, Jeremy J Happenstance. For part one of this Don’t Starve beta diary, point your browser in this direction.

How many days had Happenstance been trapped in this nightmare? As he picked the husks of roasted seeds from between his teeth, shivering by the dwindling fire that was greedily consuming the last of his charcoal, he pondered the bizarre, violent and grotesque events that had led him to this terrible ending. It started, as so many unfortunate events do, with a distinctly un-neighbourly dispute with a distinctly noisome neighbour.

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The Blunder Games: Don’t Starve Diary, Part One

By Adam Smith on January 18th, 2013.

That is not my house. It is the house of my enemy, Jonathan Shanks. My house is basically a pile of leaves next to that fire.

Being the first part of a journal of adventures in the Don’t Starve beta.

Good day to you and allow me to introduce myself. I am Jeremy J. Happenstance, a gentleman scientist trapped in a barren and sometimes monstrous land. Regrettably, there is insufficient time to set up an embassy/laboratory from whither to study the inhabitants because, when night falls, the dark has teeth. And, besides, my stomach is rumbling. How much simpler could the instructions be? Don’t Starve. Better find some food then.

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The Hunger Game: Don’t Starve

By Adam Smith on November 19th, 2012.

Macabre survival nightmare, Don’t Starve, is available to play in beta form via Steam, in addition to the Chrome variant. Updates appear to be scheduled regularly, with the next due in a week, and I’ve been dabbling in preparation for a closer look at some point in the near future. There are no instructions provided, which is fitting because when lost in a weird world, a gentleman scientist does not receive an instruction manual. Instead, he must craft tools to exploit his environment and build fires to ward off the inky sea of night, and the horrors that scratch and squeal within the darkness.

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Wot I Think: Mark Of The Ninja

By Nathan Grayson on October 20th, 2012.

It’s a semi-well-known fact that real ninjas did their best work in the shadows and – unless their express objective was “be hacked into ninjiblets by a vastly superior opponent” – rarely emerged into open combat. Clearly, however, someone forgot to tell videogames about this, resulting in a new breed of ninja that’s basically just a regular ol’ mass murderer in silly feet pajamas. To put things in perspective, Rambo (circa the first film, of course) was more of a ninja than our modern crop of videogame Rambo ninjas. Strange times we live in, right? Happily, Klei Entertainment’s decided to sheath its shank and go for a nice evening skulk about the town. But does it succeed in crafting a multi-faceted, occasionally murderous game of hide-and-go-seek? Here’s wot I think.

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