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Linux Build [Minor update for Debian]

[UPDATED LINUX]
-Now the plugin doesn't require glibc 2.29 (which is not present on Debian distribution) There was a dependency but it has been removed.
-As far as I know Linux 32bit systems are very niche and quite rare, if you are on 32bit Linux, do let us know, I'll work on making it happen :)

Surreal point & click horror adventure Strangeland released for Linux

Strangeland from Wormwood Studios and Wadjet Eye Games has just been released for Linux and it looks awesome.

Read the full article here: https://www.gamingonlinux.com/2021/06/surreal-point-a-click-horror-adventure-strangeland-released-for-linux

Linux Build and Welcome Steam Summer Sale Customers!

For almost a decade, we've had the pleasure of having new players discover and explore our first game, Primordia, during Steam sales. Now we are pleased to welcome you to the nightmarish carnival of Strangeland. If you are considering diving in, a few tidbits:

First, we are pleased to announce that we now have a Linux build for Strangeland. We've always been very fond of the Linux gaming community, and we're really happy to be able to get a build posted so quickly. Please let us know if you run into any issues, and we will quickly patch them!

Second, for possible players on either Windows or Linux, a few notes about the game:
  • If you are unfamiliar with point-and-click adventures, please check the How to Play information in the options menu.

  • Unlike many older adventure games, you cannot lose the game (either by permanently dying or becoming permanently stuck). There's always a way forward (and sometimes that way forward actually is transient death!).

  • If you get stuck, the game has an integrated hint system accessible by dialing 0 on the pay phone in the central area. But if you'd rather ask someone outside the game, there's a very active community on the message boards, and the development team reads it throughout the day. We're happy to give you nudges.

  • Similarly, if you have any technical difficulties, please post a message on the boards or send an email to me at [email protected]. We typically manage to respond in a matter of minutes (or at most hours). No game is ever bug free (especially games with a giant cicada!), but as of right now, we haven't heard of any ongoing issues. Nevertheless, we're always happy to help.

  • While Strangeland may evoke comparisons to games like Sanitarium or Silent Hill, it is not a game about uncovering a deep, dark secret. There are plenty of mysteries and darkness, but some players have been surprised at the lack of a surprise.

  • The game has an incredibly robust commentary and annotation mode; if you are finding the mysteries and metaphors impenetrable, you might experiment with this mode, which many players have enjoyed. Our recommendation, though, is to play the game without commentary and annotations in your first run.

Most of all: we hope you enjoy the game, and that you share your thoughts with us. There is nothing more rewarding than hearing from players, and nothing more valuable as a developer than receiving feedback (positive and negative alike) from the folks drawn to the game.

Much love, and happy(?) adventuring!

First Thanks, Next Steps


[h3]Thanks[/h3]

With the first couple launch weeks behind us, the whole team can look back with immense gratitude for everyone who has played Strangeland and supported our work. That support came in many forms: Twitch streams (a novelty since Primordia’s launch); social media chatter; reviews with generous praise and others with thoughtful criticism and most with some of both; detailed bug reports; and, most of all, your mere presence. To know that Strangeland has found an audience means the world to us. So, thank you, thank you, thank you to each and every one of you—and to those who were disappointed, our apologies on top of our thanks.

If you ever have any issues with Strangeland, or want to contact us for other reasons (even just to say hi), feel free to shoot an email to [email protected] (except that key requests are handled by the PR person hired by Wadjet Eye Games, so we cannot help on that). We try to respond to everything we get because, as the prior development diary said, the relationship between player and developer is an extremely important one to us.

With that said, though we’re all a little bleary-eyed with lack of sleep and frazzled from the stress of the game’s launch, we are now able to look ahead to the next steps for Strangeland and Wormwood Studios.


[h3]Translations[/h3]

Strangeland has been blessed with a bunch of volunteer, passionate, brilliant translators who want to tackle the challenges of localizing its wordplay, metaphors, allusions, bad jokes, and tricky riddles. We were lucky enough to work with fan translators on Primordia too, and with them we were able to shepherd official Spanish, French, and German translations (and applaud an unofficial Russian translation). The translations for Strangeland are actually much more ambitious.

Currently on the table, in order of progress, are: Hungarian; German; Russian; French; Spanish; Vietnamese; and Japanese. Translating a game is a complicated process, however, and our experience with Primordia is that most translations that got started did not get finished. We are hopeful about these, but some of the languages involved (in particular Japanese) pose new technical challenges that we haven’t handled before. And, regardless, Strangeland’s script is a tricky one to translate. Thus, we can’t predict any release date(s), but we will keep you apprised as these move along.

Translations are incredibly important to me personally. I think it is fair to say that whatever is “lost in translation,” I found myself in translations—of books, games, movies, music, poems, and more, at every age of my life, from Babar to “The Nose,” from Dragon Warrior to The Lives of Others, from Los Ángeles Azules to The Divine Comedy, translated works are inseparable from my identity. So we are committed to helping those who want to translate our own games, even if it takes a ton of work and isn’t necessarily a money-making proposition.


[h3]Ports[/h3]

While we will always be PC developers first and foremost, we want our games to reach the widest audience possible, so where it is possible to develop a faithful, enjoyable port of the game, we would like to do so. These ports also take time—not just to create, but to carefully test. Right now, we have an initial working Linux build of Strangeland, and we are looking at other ports as well. We hope to be able to announce these soon.


[h3]Future Projects[/h3]

I’m not sure whether Fallen Gods, the RPG I’ve been developing for about a decade, constitutes a “past project” or a “future project.” But it continues to move forward, and now has a Steam page.

James Spanos, the coder of Primordia and Strangeland (“coder” really understates his integral role and leadership) and developer of Until I Have You, is working on a project called Carbon Flesh. Nothing to show on it yet.

Finally, Vic, James, and I also hope to collaborate on another project, but it is much earlier in the process.

[h3]Conclusion[/h3]
None of this would be possible without you, the players. Strangeland was created through a partnership among Vic, James, and me; but its meaning comes from a partnership between us and you. So we’d like to end where we started: with thanks.

Strangeland review: a smart, dark puzzle game that's a bit Marmite-y

In Strangeland you, a man in a half-undone, old-timey straightjacket, wake up with no memory of who, what or where you are. The "where", it soon appears, is the titular land, a sort of grimdark carnival floating in a terrible void. It is rendered in lovely pixels that make everything look fleshy, even if the colours are all muted. As soon as you arrive, you see a woman throw herself down a well inside the welcome tent.

It is explained to you - by a raven, a head-in-a-box fortune teller, and a payphone caller who hates you - that she does this repeatedly, because death doesn't work the same here. You immediately fixate on saving this woman, and set about doing so in a point 'n' click puzzle fashion. And if you've seen any prestige horror films in the last few years, or even just engaged with any horror tropes before, you'll figure out what Strangeland's deal is in about 30 seconds.

Its whole vibe is like an episode of Twilight Zone via an episode of American Horror Story via if Tim Burton got trapped in a secret vore nightmare, and every second inhabitant tells the protagonist he's an idiot loser who makes everything he touches worse. Many conversations and visual metaphors end up being about the self, and self-image, and how to change oneself. Eyes and mirrors both come up a lot. There are several references to a black dog. Need I elaborate further?

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