This is the latest in the series of articles about the art technology of games, in collaboration with the particularly handsome Dead End Thrills.
A mindbending, mesh-distending life sim set in some vast alien abyss, Nowhere is awesome in the way Spore once was before it mutated into an existential Happy Meal. No such danger with this game, though, the husband-and-wife team of Leonard and Sylvia Ritter [together known as Duangle] now deep into a project that’s content, much like its shape-shifting ‘Nowherians’, to evolve naturally. Quite how it manages to map Maslow’s hierarchy of needs onto a universe full of amoeba people is just one of countless irresistible unknowns.
It’s a weird ecosystem, though, this modern crowdfunding. Almost every aspect of Nowhere’s development is exposed to its potential players – not least its developers who have to adapt to the demand for public alpha builds; competitive promo art; and their unique brand of trippy, nervy video newsletters. Read the rest of this entry »