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Programancer Dev Log #3

We’re back this week to share a third set of insights from the TASQ lead developer, Programancer!



[h3]When can folks expect to get their hands on TASQ?[/h3]
Programancer: Depends on IF THEY WISHLIST IT.

[h3]Were there any mechanics you wanted to include in Prison City/TASQ but couldn't find room for them?[/h3]
Programancer: That's kind of hard to answer, because Prison City was born out of a want to work on a project made of things I couldn't do in TASQ, and TASQ is also something that Prison City couldn't be. They're basically the inverse of one another!


[h3]Can players expect to find any secrets or easter eggs in TASQ like in your previous work?[/h3]
Programancer: Almost the entirety of TASQ is a miserable little pile of secrets! But if you want to find them all, have at you!


[h3]What are some goals that you envision for TASQ?[/h3]
Programancer: I definitely want a memorable world with lots of options. There are so many inventory items in TASQ that are optional. Don't want a knife? Get the tomahawk. Don't want the axe? How about a HAMMER? Whips not your thing? How about pugilism?

Also just guiding the player along a path to the end naturally and organically, but letting players 'sequence break' if they're skilled into other areas is a very important thing to me. I want players to know they don't have to do anything in any order- if they want to go to the 5th mansion, they can absolutely get the prerequisites to do so instead of going to the first mansion. It's a very big game, and I want people to have different experiences they can share with other players.



Look forward to even more updates!

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