Where does this all fit into the overall story?
What's it like to have three trailers at SGF?
"We are not a “soulslike” title, but neither are we an arcade game."
Future plans, frictionless fun, and making adverts.
How did they make the DLC free, and what's up next for the team?
Inspirations, early access, and development risks.
"There’s enormous potential for optimizations, skips, and sequence-breaks".
Chatting to Neople about the story behind it all.
Mental health is discussed in this article.