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Celebrating Women’s Day with Balancing Monkey Games!

Hey peeps! We're proud to be participating in the 2024 Women’s Day Sale, organised by WINGS, which funds indie games by women and gender diverse teams.

Two years ago, for IWD 2022, we published a blog post featuring words from each of the women here at Balancing Monkey Games. We’ve since hired two more women - Nina, our QA Analyst, and myself - so we thought we’d update things this year! Read on to hear our thoughts and feelings about the industry, and how video games have impacted our lives.

[h3]Nina (QA Analyst)[/h3]

My first game related memory actually isn’t of playing a game - it's of eating an ice block. As a child, there was an ice block company that ran a competition to win a Gameboy Colour and Pokemon Silver - the latest Pokemon game. Pokemon had been an obsession of mine since I first saw it on TV, and boy did I want to catch my own. We entered, and I won. The prize arrived one morning before school. I don’t remember how that day went, but I remember racing to find new batteries, asking my mum to play for me while I had to do chores, and sneaking my Gameboy into primary school.

But one thing was missing from that game for me, and it wasn’t something I realised until I got Pokemon Crystal one year. Being able to play as a girl, it almost blew my mind. Sure, I could play as a girl in the Barbie games I played, but this was different. The character on the screen felt like me, a collection of pixels that represented me. Being different to the boys I played Pokemon with in the schoolyard, I always felt like an outsider. But within the games I played, I could fit right in.

A few years ago I bought the game Miitopia for the Switch. This was another time I felt strongly represented - I could create a character with a lazy eye! Being able to dress my character as I wish I could myself, the character becomes an extension of my being. There is something about being able to make characters that feel like me that makes me think “I am allowed to be here”.

Being neurodivergent, I always struggled fitting in, but I had much the same feelings of inclusion when joining the Balancing Monkey Games team. There were other women in the studio; I’m allowed to be here. I never get treated any differently to my co-workers, and there is a weight that is lifted off when you don’t have to worry about the impact of your gender on opportunities within your workplace.

My hopes for the future is to see more diversity within the games we play. Gender, physical attributes, clothing. We all deserve a way to express ourselves and feel included. We are all allowed to be here.


[h3]Lia (Community Manager)[/h3]

My (sometimes intense) relationship with video games started when I was very young, where I would find myself playing Tekken on my cousin’s PlayStation until my fingertips were red and raw. Alarmed at how thoroughly sucked in I was to such an unbecoming hobby, my parents forbade me from owning my own console until many years later - which particularly frustrated me as none of my girl friends in the 90s had access to video games themselves (and my options for mooching were therefore limited). I often had to content myself with forcing my younger sister into playing the very basic pen-and-paper games I’d make for us to play. It was a weird time for women in games, occupying an awkward space where we’d felt like outliers or hangers-on to a culture and industry that wasn’t truly “ours”.

This feeling of being an “outsider” to an already niche area meant the thought of actually working in the industry was something I’d never considered possible - a feeling that I know many of my peers share. It’s a little funny, then, that working in games has made me feel like I can be more “myself” at work than in any other job. This is particularly true about how I feel at Balancing Monkey Games, where six out of our ten employees are women (!)

A lot has been said about how representation has had a huge impact on carving out a place for women in video games. But more than just these psychological barriers for women, the material hurdles are also very real. There’s an overlap here between gendered wage gaps and financial independence, plus the burden of unpaid care & household labour, and how this all translates to less opportunities for education or the pursuit of time-intensive hobbies. I’m quite proud of BMG for acknowledging this by offering things like a four-day work week and menstrual leave, benefits which we’d (probably) be less likely to have without a woman (and mother) as Managing Director.

The advent of open source and free software has also helped immensely with inclusivity & diversity within game development, for anyone experiencing material disadvantages. There is still an utterly massive gap in the industry between OECD countries and the rest of the world, but as technology becomes more accessible, this is slowly improving. And of course, across most lower socioeconomic strata, it’s women who tend to be hit the hardest.

Finally, I’d like to list just a few women who are actively working to make the industry more accessible, through freely available resources and the communities that have been built around them. If you’re a woman looking to enter a career in games, I can’t recommend them enough.
  • Victoria Tran - a guiding light for many of us in community management
  • Freya Holmer - an excellent communicator of more “technical” concepts in game development
  • Yasmin Curren - for when you need encouragement, and lots of resources on a broad range of topics

We’ve come a long way since the 90s (and the years Before My Time)! It’s almost dizzying to see how much things have changed.

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Thank you for reading! If you’d like to support us, we encourage you to wishlist & spread the word about Beyond These Stars - or check out our previously released game, Before We Leave (currently 75% off for IWD!). You’re welcome to also come hang out with us on our Discord! And of course, don’t forget to peruse the rest of the games spotlighted as part of this year’s Women’s Day Sale.

https://store.steampowered.com/app/2295060/Beyond_These_Stars

https://store.steampowered.com/app/1073910/Before_We_Leave/

Hooded Horse Strategy Publisher Sale

Hi everyone! Beyond These Stars and other games published by Hooded Horse are all featured at the Hooded Horse Publisher Sale. Come check it out!

Hooded Horse Strategy Publisher Sale

[previewyoutube][/previewyoutube]

A Building Showcase and a Dev Blog

Hello everyone!

I’ve been away from you all spending time being the Narrative Designer of Beyond These Stars, instead of your Community Manager. Now it’s time for me to swap back, so here I am, writing a post for my favourite community (I am not biased, it’s a simple fact, ok?!)

[h2]The Building Showcase[/h2]

I’ve been working on a treat for you all - a Building Showcase! This includes tidbits of information about how the buildings work (wow!), plus in-game footage (gasp!). Let me introduce you to some early game buildings.

[h3]The Home Spaceship[/h3]

Some of you have seen this new friend before, but let me formally introduce you! The Home Spaceship is how you left your home, and how you arrived on the back of this massive, strange Space Whale. It will be your early-game lifeline in Beyond These Stars - it slowly produces everything the Peeps need to start a village.

Also, isn't the music beautiful? Benedict Nichols, the composer for Before We Leave, has returned for Beyond These Stars! More on that later down the track, though.

[previewyoutube][/previewyoutube]

[h3]Huts, Gardens, and the Waterpump[/h3]

For our second video, you’ll see some familiar tech and buildings with a new twist!

Like in Before We Leave, the Peeps need help surviving after emerging from their Shelter (in BTS, this is the Home Spaceship). Build humble little Huts, sow Gardens teeming with… uh… potatoes? And, access the water flowing on the Space Whale’s back with the Water Pump.

[previewyoutube][/previewyoutube]

I’ll have more building showcase videos for you in the coming weeks - if you want these sneak peeks sooner, join our Discord!

[h2]Embracing Chaos: Our Managing Director Tests the Game[/h2]

Part of why indie development is so great is that you can discover things that need doing, understanding when they need doing, then leaping into action fast. Would it surprise you to know that can sometimes happen within the space of a quick, 15 minute meeting?

Well that’s exactly what happened a few weeks ago! Anna undertook a day of playtesting under our Quality Assurance Analysts guidance, and she kindly kept a log of what her day ended up looking like.

9.54. Standup is over. There's a dev blog due soon, but the dev team has been testing and polishing for the last four weeks, so I haven't written one—incremental improvements to the game aren’t the most exciting things to show off.

"I could do a diary of a day of playtesting" I say.

"A manager tests the game" says our game designer MJ. Everyone laughs. What could go wrong?

This will be my second day of playtesting, ever.

Read the full blog over on our website!

[h2]We’ll be at GamesCom! Sort of?![/h2]

Beyond These Stars will be at GamesCom (Wed, 23 Aug 2023 – Mon, 28 Aug 2023) in Cologne, Germany! Unfortunately since we’re on the opposite side of the world we can’t make it this time, but our lovely publisher Hooded Horse will be there to help you see our game and to answer your questions! Make sure you check out the other games Hooded Horse are publishing, too - their roster is pretty impressive, in my opinion.

Thanks for reading and talk to you all again soon
Emily,
Community Manager/Narrative Designer

(PS - if you want these posts direct to your email, you can sign up for our newsletters here!)

Moving Forward

Kia ora and happy May!

Beyond These Stars has taken an interesting turn in development lately - it’s begun feeling less like a prototype and more like a fully fleshed out game. Sometimes this feeling can come suddenly, like a light switch turning on, or sometimes it can be something slow and steady that you notice suddenly. For me, I’d say it feels like the latter of those two things!

Before we get into it, a gentle reminder that all these pictures are works in progress! There’s a very high chance the game will look different when it gets to you.

[previewyoutube][/previewyoutube]
This is a pretty long post, so let me give you the TL;DR right here. Scroll down if you want the juicy details!
  • We’ve been tinkering with in-game UI in an effort to make it easy to understand but looking slick
  • Sam and Isaac have been designing and implementing Mining Resource overlays, similar to the overlays in Before We Leave
  • Isaac has also been working on making tiles look more lifelike; think raised garden beds, and “scuffed” looking edges to cliff tiles. He’s also been working on Spaceship animations (check the video above!)
  • The composting mechanic has been implemented (scroll down for that video)
  • Mereana has been working on save and load menus; it’s fiddly and important work!
  • I’ve been writing and implementing the very first version of the tutorial. I’m happy with it but it could be better.

Okay, time for specifics:

[h3]RESOURCE PRODUCTION [/h3]
We’ve been experimenting with resource production diagrams! We’re hoping it will give you a clearer understanding of how certain resources come to be, and which ones are needed in certain buildings. Ultimately, this should help you make decisions easier and faster.


[h3]OVERHAULING OVERLAYS[/h3]
Some of you will remember the overlays in Before We Leave: they were super handy, right? Well, we’re rehashing them for Beyond These Stars! Sam and Isaac together have been working on an overlay which shows what Mining resources are available on Kewa’s back.


[h3]BEVELLED TO PERFECTION (sort of)[/h3]
Isaac has also been working on the edges of the hexagonal tiles - they're now beveled and roughed up, which makes the world on Kewa's back look so much more real. It also has the advantage of hiding some pesky texture seams! Of course, this is just a first pass, and Tom or Rafał will make better textures so Isaac’s initial efforts work well for different tile types. Isaac also reassured us that there’s tons of environmental assets still to come. No pictures of this yet, sorry!

What I can show you is puffy fields. Sounds weird, but that’s pretty much what they are. Dirt and fields aren’t perfectly flat, so Isaac has done a great job putting this beautiful, perfectly natural imperfection into the game.


[h3]YEAH? NAH…[/h3]
For Aussies and Kiwis, “yeah nah” and “nah yeah” are essential pieces of slang in our vocabularies. So naturally, Mereana simply had to include them while working on the Save/Load menu. Given that everything is very much still a work in progress, we’ll probably take them out… unless…? Tell me what you think and we might keep them in 👀



Mereana has also been working on the Load menu. This UI element involves a lot less slang, but that’s okay.

[h3]TUTORIAL WRITING [/h3]
In case you missed the memo, I’m working as Narrative Designer for this project as well as being the Community Manager! The community has been quiet lately, and part of the reason why is because I’ve been working on our tutorial. I’m very pleased to say, after a whole lot of grinding, the very first version of the tutorial is in the game. I am so glad to finally have it done - citybuilding games are quite complex, and so writing a tutorial that is easy to understand, not too wordy, and engaging is not an easy task. That said, this is the first version and I have a long way to go before I am truly content with it.



[h3]COMPOSTING[/h3]
In Beyond These Stars, the Peeps compost waste from their homes and use it to revitalise the environment around them! This is what that mechanic currently looks like in game:
[previewyoutube][/previewyoutube]
[h3]STUDIO NEWS[/h3]
We've had a lot of stuff happening at the studio too, but for the sake of brevity, please check out those blogs over on our website! (here & here.)

Whew, that was a long one folks! I hope you enjoyed reading.

Until next time!

Emily :)
Community Manager/Narrative Designer

Work In Progress: Dev Blog

Kia ora everyone!

Our new dev blog is out - for all the juicy details, please hop over to our website read it. For those of you who want a summary (and believe me it is a summary), read on:

[h3]Crafting the UI[/h3]
With city builders and other simulation games, the UI can often be a "make or break'' moment for them. MJ, Sam, and Tom have been working *very* hard for quite a while now to make it as slick and intuitive as possible. There's also been a massive effort put towards making the tutorial UI flow well, too. No screenshots yet, sorry 🤐

[h3]Writing the Tutorial[/h3]
Wondering why I've been so quiet? Well, it's because I've been writing the tutorial for the game! I'm up to my third revision right now, and I'm writing it with all the feedback from BWL's tutorial in mind. It's challenging work, but it'll be very worth it in the end.

[h3]Making Kewa Shine[/h3]
Tom, Isaac, and Rafał (our 3D artist in Poland), have been working their butts off to make Kewa look absolutely incredible. Since Kewa is so big, Tom has been putting a lot of thought into scaling the textures correctly. Isaac has also been working on developer tools to make Kewa aesthetically pleasing, too.


[h3]Pathfinding[/h3]
Speaking of Isaac, he’s been working on Peep pathfinding too! Please note that he’s doing all of this while dealing with the exhaustion of being a new dad a second time around. What a legend.


[h3]Testing, One Two Three[/h3] - Nina has been making headway on playtesting Beyond These Stars with our friends and family, and assessing the data from those sessions. Some trends are starting to emerge, and I think I speak for the whole team when I say we’re VERY excited to learn her findings.

[h3]Planning and Performing[/h3] - Behind the scenes, Sarah has been the hardworking navigator of the BMG ship, tracking, planning, and steering us away from risky shores. She’s also been very active on TikTok, tracking trends and making content to bring people joy and information about us and our Very Cool New Game.

[h3]FINS[/h3] - We’re also attending the inaugural Festival of Interactive Narrative & Storytelling in Dunedin! I'm one of the speakers; hopefully the talk will be recorded so I can share it with you all.

Thank you for reading! I’ll be back soon with another chonky news update for you all ❤

- Emily
Community Manager