Mars Horizon is at PAX Online X EGX Digital!

This year PAX Online and EGX Digital have combined forces to bring you PAX X EGX - a new digital show floor experience. Populated with the latest and best games, delivered by the most respected digital brands. Come check out our booth and listen to our talk!

PAX Online X EGX Digital - 12th - 20th September 2020

Mars Horizon’s PAX indie booth!

This year we’ve got a Mars Horizon Indie Booth, check it out here! In Mars Horizon you lead a major space agency and guide humanity to Mars in this strategy simulation game. Construct a base, design and build rockets, conduct missions throughout the Solar System, and write your own history of Space exploration. Created with support from the European Space Agency.

EGX Digital talk - we chat space and gaming!

Even better, we are giving a talk during the show where Dr. Tomas Rawlings, CEO of Auroch Digital, will be chatting to Jem and Mike from the Auroch Digital team about how playing games can help you get into space and the space industry  

Don’t forget to wishlist Mars Horizon if you can’t wait to build rockets and win the space race. Mars Horizon will be taking off on a platform near you later this year. Follow us on social to stay up to date with the latest news: Facebook    |    Twitter    |    YouTube

Boardgames about Mars: What do they get right and what do they get wrong? Auroch Digital's panel at The UK Games Expo

The UK Games Expo is the largest Hobby Games Convention in the UK, which is now in it's 14th year. Because of Covid, 2020 sees the show going Virtual for the first time ever. Using a range of different technologies UK Games Expo are makig as much as possible of the traditional expo available from the comfort of your own home.

  • UK Games Expo - Virtually Expo

    • Date: Fri 21st August - Sun 23rd August 2020

    • Times: Friday 6pm BST - Midnight / Saturday 9am BST - Midnight / Sunday 9am - 4pm BST

Even better, we are running a panel discussion during the show! Our gaming panel will cover “Gaming and Mars - What do the games that use Mars as inspiration get right and what do they get wrong?” hosted by our own Tomas Rawlings with 3 incredible experts from different areas of gaming and space.

You can join this event by watching the UK Games Expo Twitch channel. You can also use your mobile device to watch via the Twitch app Click here for more information for Android devices or Apple devices


Gaming on Mars - Panel guests

Dr. Tomas Rawlings (Moderator)
CEO of Auroch Digital, Co-designer of Mars Horizon: Blast Off!

Dr. Tomas Rawlings is the CEO at Auroch Digital. As well as running the studio, he is an experienced, award winning games designer who has created games from original titles to well-loved IP such as Games Workshop, and Star Wars, and Lovecraft’s Cthulhu. He is a well known speaker and consultant on gaming who has also worked with major organisations such as the Wellcome Trust, the Royal Society, UK Parliament and the BBC.

Dr. Jacob Fryxelius
Game Designer at FryxGames, Creator & designer of Terraforming Mars

Dr. Jacob Fryxelius is one of 5 brothers of the Fryxelius family that work for FryxGames. His doctorate is in chemistry (artificial photosynthesis) and he previously spent many years teaching science. He is also a veteran gamer. Jacob is a creative game designer, mainly focused on card games, and brings his science background into the games he makes. He designed the hugely successful Terraforming Mars boardgame which has since had 5 expansions and been adapted into a videogame too.

Dr. Sian Proctor
Professor at South Mountain Community College, Geoscientist & Analog Astronaut

Dr. Sian Proctor is an American explorer, scientist, STEM communicator, and aspiring astronaut. She is a geology, sustainability and planetary science professor at South Mountain Community College.
She does a lot of exploration and education outreach, as well as television appearances and she was a finalist for the 2009 NASA Astronaut Selection Process.

Paul Smith
Robotic Exploration Programme Manager at the UK Space Agency

Paul Smith is from the UK Space Agency. His work focuses on the robotic exploration of Mars and the Moon. His areas of expertise include the Mars Rovers, Mars missions, the future of Space Travel, colonising other planets, resources in space (e.g. mining asteroids, generating water from lunar regolith etc) and more. Paul joined us on a recent stream Mars Horizon which you can check out here!

Video game crunch: What is it and is it a problem?

Phrases that get thrown around a lot in discussions about the video games industry are “crunch culture”, “crunch time”, and “crunch crisis”.

But what is crunch in video games? In this brief blog post we’re going to gather up a lot of the thinking about it, and give our perspective.

As a word of caution, as with any piece that features opinion, this is going to be heavily biased by our experience, our thoughts as a group of people, the past successes and failures of the studio, the way certain laws work in our country, and so on. For example, we’re based in the UK, so we don’t rely on employment in order to continue receiving health insurance to cover private medical bills, a factor that might heavily influence a person’s motivations for accepting crunch in, say, the United States. Ultimately crunch is a thing that affects human beings, so by its nature much of what will be discussed is subjective and we’re not here to judge people for their feelings toward the topic - we’re just presenting some of the threads of thought on the matter and then stating our opinion.

How is video game crunch defined?

We’ve looked through dozens of articles on the subject and spoken with plenty of colleagues, and no one seems to fully agree upon a standard definition of “crunch” - it means different things to different people. For some it’s “working long hours”, others it’s “working long hours repeatedly”. For some it’s “forced overtime” and others include any overtime, even if it’s theoretically “optional”.

Our aim here isn’t to come up with a cast iron definition, instead it’s enough for the scope of this short piece to set out a variety of viewpoints so you can see for yourself that the common thread that runs through all of them is “working more hours than planned”. We’ll keep using the word “crunch” here, just bear in mind that it has multiple meanings, depending on who you ask.

Where does video game crunch happen?

video game crunch screen.jpg

A really big misconception is that crunch can only happen at very large video game studios - that it’s the big bad giants of the industry with the multi-million selling franchises doing all the crunch. And that’s just not true.

It can be smaller teams too: the indie studio with limited resources but big ideas, the passionate university students running out of time to submit their end-of-year project, the solo developer working 100 hours a week to finish their experimental masterpiece.

Big or small or somewhere inbetween; crunch can happen.

Is crunch a good or a bad thing?

While there’s generally a consensus that crunch can be negative, which we’ll get to in a moment, there’s disagreement over whether or not crunch can have some positive effects as well (and additionally, if those positive effects are ultimately worth it).

The core benefits of crunch usually boil down to the following;

  • If people at a studio work more hours then, quite simply, there are more hours to spend on trying to make a game better, and a better game is preferable to a less good game. People really care about the things they make, and some may want to put extra time into a project to get it working exactly the way they want it.

  • Some individuals on teams report crunch being a good bonding exercise. There’s a “being in the trenches” mentality that promotes cohesion and lasting friendship between team mates.

  • Crunch can be paid work, or additional annual leave can be provided as part of working overtime, benefits that employees may see as being desirable (and, therefore, a net positive).

However, it’s also possible to provide counterpoints to the potential positive effects of crunch mentioned above;

  • Working longer hours demonstrably leads to work of a lower quality being produced - if you’re tired, you make mistakes, and that applies to writing code, doing art, making design choices, doing rigorous testing, and every other element of making games.

  • There are arguably more pleasant ways to enhance the cohesion of a team than working long into the night. Besides this, being away from friends and family can cause stresses and strains at home that leak into the workplace and, in turn, damage relationships at the studio.

  • Paid overtime and extra holiday is all well and good, but for some disciplines and career levels that extra money doesn’t make a lot of difference - a lead at a AAA studio is fairly well-paid already. But for others the additional money is almost a necessity: a junior tester in London or San Francisco may regularly struggle to make ends meet, ergo overtime becomes less “optional extra cash” and more “part of a wider problem that isn’t being addressed”. And sure, extra holiday is fine, but if you’re using crunch to meet deadlines, are you really going to have the opportunity to use that annual leave?

There are many more problems created or exacerbated by crunch beyond the obvious one we’ve actually yet to mention, i.e. decreased quality of life through spending more time at work and less time outside of work.

And these additional problems include damage to mental and physical health, demotivation for projects, dissatisfaction with place of employment and, for companies, losing skilled employees through them seeking employment at other studios or even other fields outside of games.

Is crunch optional?

video%2Bgame%2Bcrunch%2Boffice.jpg

Some studios state that crunch is purely optional for them. Let’s assume that the management at the company that states this is actually being genuine - they really do only want the people who want to crunch, to crunch, and would be absolutely fine with employees choosing not to, with no repercussions.

The first issue is that, realistically, employees can never truly know that statement to be true, often assuming that it’s being said as a wink-and-nod agreement that, actually, no, the company really does expect you to work late. If you’re a junior, new to the company, or are a contractor, there’s not a lot of incentive to assume crunch is optional and, in doing so, jeopardise your job.

Another is that company-wide crunch can often be an informal cultural issue, rather than a formal work policy. Statements from management about crunch being optional is often paired with claims about those who do crunch “working harder” than those that don’t. The logical implication here being, of course, that those that don’t crunch aren’t working as hard as their colleagues who do. Are those people letting the team down? Will those that don’t crunch be passed by for promotion as they don’t demonstrate the ability to “work hard”?

In some company cultures with crunch, team members - often leads - will regularly be the first ones in and the last ones out, racking up a lot more hours than juniors. Sometimes they’ll do “heroic” amounts of crunch to get something done. In the process they’re subconsciously telling their colleagues that if they want to make a good impression and achieve a lead role, that they had best start working more hours.

In these examples, though crunch may be theoretically optional on paper at companies that accept it as part of their business, in reality there is a very strong set of motivating factors for a person to engage with crunch.

What causes crunch?

There are a lot of factors, but the common throughline is, at a basic level, a lack of time.

A variety of factors go to cause this lack of time, with the following being some of the more common;

  • A new feature request being made, or a pivot in the direction of the product, without budget being appropriately provided.

  • Poor estimation of the amount of work required to make a product, i.e. overpromising and underestimating.

  • Signing a project that is known to be undoable without crunch, as the budget allocated to do the work is not enough, but is signed anyway due to financial necessity at the company.

  • A significantly large unexpected issue, with no budget allocated ahead of time to deal with such events.

  • Inadequate production methods at the studio, leading to mistakes being made, work being created inefficiently, and so on

Where does Auroch Digital stand on crunch culture?

We’re not fans of crunch.

That said, we’ll admit that at the studio in the past we’ve done small amounts of crunch in a focused manner in order to hit a very important deadline. It’s been extremely rare, and always a last resort, but it’s not something we’re particularly proud of, or keen on repeating.

And it was crunch that could have been avoided. So as a team we’re committed to continually improving the ways we work to ensure the chances of it happening again are dramatically reduced, and we’ll continue striving to make our studio and culture the best it can be.

Learn more about how we combat crunch in our video about working for our studio:

How realistic is Mars Horizon? We ask real space agencies 🚀

Thanks to everyone who played the demo, wishlisted the game, and tuned into our livestreams during the Steam Game Festival! We've had lots of great feedback from our community to help us keep improving Mars Horizon.

Watch the Mars Horizon streams

As well as showcasing our demo we also asked experts from the UK Space Agency and the European Space Agency how Mars Horizon compares to the real thing - watch the livestreams below!

  • Andrew Kuh, Head of International Spaceflight Policy from the UK Space Agency, tells us about working for a real space agency, micro gravity, and bacon sandwiches in space!

Watch the UK Space Agency Mars Horizon stream

  • Emmet Fletcher, Head of the ESA Branding and Partnerships Office at the European Space Agency, tells us about the astronauts he’s met, designing spacecrafts, and ESA's collaborations.

Watch the European Space Agency Mars Horizon stream


Mars Horizon podcast episodes

Want more Mars Horizon goodness? We've got a podcast with lots of interesting episodes about the game including episodes on:


Wishlist Mars Horizon on Steam

If you haven't already, please take a few seconds to wishlist Mars Horizon on Steam! You'll be the first to know when the game is released, plus you'll be helping out a small developer (we've written a blog post on how Steam Wishlists help us out a lot.)

The full game is coming to PC, PlayStation 4, Xbox One, and Nintendo Switch in 2020. You can also sign up for the Mars Horizon mailing list to stay up to date with the latest developments and announcements

Wishlist Mars Horizon on Steam

Auroch Digital

Marketing and Community Managment for Auroch Digital in Bristol, UK.

Mars Horizon is part of The Steam Game Festival - including a free the demo! 🚀

Mars Horizon is part of The Steam Game Festival: Summer Edition, running from June 16th @ 5pm GMT until June 22nd @ 5pm GMT👨‍🚀

The Steam Game Festival shines a spotlight on games set to be released within the next year. You can try out demos, connect with the developers, and wishlist the games for a reminder of when they launch! Here's how to get the most out of The Steam Game Festival.


Play the Mars Horizon demo

Check out the demo - available to download from the Mars Horizon Steam store page. Choose from 3 space agencies, play through Era 1 of space exploration, build your base, design rockets, and put the first human in space! 
Please Note: The Mars Horizon demo is a shortened version of the Mars Horizon beta. It does not include any beta feedback changes implemented into it - we are still working hard on these!

Check out the Mars Horizon demo


Wishlist Mars Horizon on Steam

Please Wishlist Mars Horizon on Steam! That way you'll be the first to know when the game is released. 

We're a small developer and wishlisting makes a huge difference to how many people see our game on Steam. If you’d like to know more we've written a blog post on how Steam Wishlists help us.

Wishlist Mars Horizon on Steam here


Chat to us on our livestreams!

We're doing 2 special livestreams during the festival. These will be broadcast straight to the Mars Horizon Steam page and we will be taking questions over the Auroch Digital Discord to answer on stream. Make sure you join us for even more Mars Horizon goodness!

Make sure to join the Discord to give us your questions

Make sure to join the Discord to give us your questions

  1. UK Space Agency AMA and livestream
    Wed June 17th 3-5pm UK Time / 4-6pm CEST / 7-9am PT

    Andrew Kuh, Head of International Spaceflight Policy from the UK Space Agency, joins us as we play the Mars Horizon demo. He'll talk about what it's really like working for a space agency and tell us more about human spaceflight. Give us your questions for Andrew in the Discord.
     

  2. European Space Agency AMA and livestream, plus Mars Horizon feature reveal
    Fri June 19th 3-5pm UK Time / 4-6pm CEST / 7-9am PT
    We'll be joined by Emmet Fletcher, Head of the ESA Branding and Partnerships Office at the European Space Agency. He'll be telling us all about the challenges missions face in real life and chatting about what its like working with rockets and astronauts. We’ll also be playing the full version of Mars Horizon and revealing the final 2 space agencies featured in the game. Give us your questions for Emmet and the devs in the Discord.


Join us on the Auroch Digital Discord

Now that you've played Mars Horizon you probably want to talk about the game with someone. Where can you go? Join the Auroch Digital Discord and you'll have lots of people to chat to.

You can find out more about getting Discord here.

Auroch Digital

Marketing and Community Managment for Auroch Digital in Bristol, UK.

The Irregular Corporation is publishing Mars Horizon!

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We’ve got some very exciting news on Mars Horizon - we’ve signed to a publisher! The excellent people of The Irregular Corporation are now our publisher for Mars Horizon and we’re over the moons (of Phobos and Deimos) about it. Read more about it in their official announcement!

The Irregular Corporation: “We are publishing Mars Horizon!  We’ve got some really exciting news to share with you today. We are pleased to announce that we have joined forces with Auroch Digital to help them lift off their game, Mars Horizon to PC and consoles!  We are thrilled to begin working with the talented team, starting with a closed beta on PC happening in just 3 days time...so get your space suits ready!“

We’re really excited about working with The Irregular Corporation and sharing our game with their community, as well as our own. We’ve got loads of great stuff coming up so stay tuned. Check out The Irregular Corporation on Twitter, Facebook, YouTube, or jump into their Discord to say hi.

We’ve also got a brand new announcement trailer to celebrate the announcement!

Sign up here to stay up to date with all the latest Mars Horizon news, including the release date!

Auroch Digital

Marketing and Community Managment for Auroch Digital in Bristol, UK.

Frequently Asked Questions: Mars Horizon

This is the official FAQ for Mars Horizon. We’ve collected the most commonly asked questions and will keep adding more, so check back regularly.

If there's anything you think we need to add just let us know on Discord or send an email to MarsHorizonfeedback@AurochDigital.com.

Expanded Horizons Update FAQ

  • Will old saves work with the new update?

    • All quality of life changes will work in old saves but they won't include the new vehicles, Sandbox, or Ironcore. To get the updated vehicles or to play new gameplay modes you will need to start a new game

  • How do I get to Sandbox Mode?

    • Sandbox mode is accessible from 'customise experience' in the main menu.

      Start a new game > Choose your space agency > on the next screen choose Customise Experience to get to the sandbox options

  • How do I get to Iron Core mode?

    • Iron Core mode is accessible from 'customise experience' in the main menu.

      Start a new game > Choose your space agency > on the next screen choose “Iron Core mode”

  • Are Achievements disabled in Sandbox mode?

    • Yep, they’d be too easy to get otherwise!

  • Are there any new achievements?

    • Yes there are 3 new achievements with Expanded Horizons

Mars Horizon FAQ

  • What is Mars Horizon?

    • Mars Horizon is a strategy simulation game about leading a major space agency and guiding humanity to Mars. It allows you to write your own alternate history of space exploration, building rockets, launching payloads, assembling your launch centre, and directing missions from the control room. The team has made the game truly authentic as it was created with support from the UK Space Agency and the European Space Agency.

  • When was Mars Horizon released?

    • The game was released on 17th November 2020.

  • What platforms is Mars Horizon available on?

    • Mars Horizon is available on PC, PlayStation 4, Xbox One, and Nintendo Switch. It is also compatible with the PlayStation 5 and Xbox Series X.

  • Can I stream the full game?

    • Yes, please do! You can stream the game or upload videos of it. We love to see people playing our game in real time. Drop a link to your streams or videos in the coverage section of our Discord.

  • I'm playing on Nintendo Switch and I can't play with JoyCons attached?

    • On the screen asking you to select joycons and to press L+R, just press A instead.

  • Where can I report bugs?

    • If you’ve found a bug check out this link which gives more detail on reporting bugs as well as finding any associated log files which helps us a lot to track down issues.

    • Please send bugs to this email address: MarsHorizonBugReport@AurochDigital.com - please let us know which platform you are reporting for.

  • How can I find my Steam save file?

    • C:\Program Files (x86)\Steam\userdata\some_numbers_here\765810\remote\saves

  • Where can I talk to someone from Auroch Digital?

    • If you just fancy a chat, head over to our Discord (find out more about getting Discord here)

    • If you’re press or an influencer, send an email to Marketing@AurochDigital.com

    • If you’ve got feedback or suggestions about our games, why not leave a review!

  • Is there a tutorial?

    • The game has a detailed tutorial created based on feedback from the beta. You can also drop into our Discord if you need any help and we'll get back to you as soon as possible.

  • Where can I get more information about Mars Horizon?

  • I want to speed the game up and/or don’t want to do the mission control part?

    • You can use auto-resolve on request missions to speed things up a bit (this skips the mission gameplay part).

    • This option is available after a successful launch, though you need to have the option on (check the "Auto-resolve" setting in Options)

  • I’m finding the game too easy/hard?

    • The ‘Pioneer’ mode is the normal difficulty, which should be fine balance-wise (though obviously some will find it too hard, some too easy).

    • For example you can changing the difficulty to "Explorer", or customising the difficulty for "Missions" if you’re finding that part of the game especially hard (you can edit individual difficulty settings by pressing "customise" on the Difficulty Select screen)

  • The random number generator of the game (RNG) seems off? I keep failing missions?

  • Is this game like Kerbal Space Program (KSP)?

    • A bit. Both games share a theme (space) and authenticity in what they portray, but while KSP is focused more on the physics of building spacecraft and piloting them, Mars Horizon is much more about the strategy and management of running the agency and the strategy and tactics of Mission Control.

    • For example in our game, there is rocket design, but it is much more modular (which reflects the real-world approach, so we discovered!) and our game has areas like diplomacy between agencies (again, based on real research with space agencies).

    • We do know that there are plenty of fans of KSP who play Mars Horizon (there’s fans of KSP on the dev team too!) but each game does it’s own thing.

  • How many squares does each base building occupy?

The Mars Horizon beta will take place on 27th April 2020! 🚀

UPDATE: Sign ups for the Mars Horizon beta are now closed - we're not taking any more applicants. Thanks to all our awesome beta testers - you can still play until May 4th @ 9am GMT. You can still join our Discord to discuss the game! You can also sign up here to stay up to date with all the latest Mars Horizon news including the release date!


Want to try Mars Horizon for free and help us make the game as great as possible? Sign up to be part of the PC beta which starts on 27th April 2020. We need you to play our game and let us know what you think.

What is Mars Horizon?
Mars Horizon is a strategy simulation game where you lead a major space agency as you guide humanity to Mars. Construct a base, design and build rockets, conduct missions throughout the Solar System, and write your own history of space exploration. Created with support from the European Space Agency. Learn more about how we worked with the European Space Agency in our podcast.

Check out our beta trailer for more:

What will the beta include?
The beta allows you to experience the journey as far as the Moon. The full game takes you to Mars and beyond.

  • Undertake 14 milestone missions (out of 36 in the full game)

  • Choose to take on approximately 30 optional request missions

  • 3 playable space agencies: ESA, NASA, and Roscosmos (5 in the full game)

  • Approximately 8 hours of gameplay

  • Dozens of rocket parts, upgrades, and payloads to research

  • Multiple buildings to unlock and construct

  • Hire, fire, and even rename astronauts

  • Exciting narrative twists which can aid or hinder your goals

Please note: The Mars Horizon beta is a sample of the full game and is still in development.

The full game is coming to PC, PlayStation 4, Xbox One, and Nintendo Switch in 2020. 

  • Step 1: Sign up to the beta here (UPDATE: Beta sign ups are now closed - we are no longer taking applicants)

  • Step 2: Get a confirmation email

  • Step 3: We'll send you a beta code and email with instructions near the beta date

  • Step 4: Log into Steam and redeem your code

  • Step 5: Join our Discord which we’ll be running over the beta for help, support, and questions

  • Step 6: Play the Mars Horizon beta

  • Step 7: Let us know what you think of our game


Please Wishlist Mars Horizon on Steam!

We are a small developer and it helps a lot to get our game in front of more players on Steam. 

We've written a blog post with more details about why wishlisting is important, but in short, it helps us show Steam that people are interested in our game and helps us get in front of new audiences. It also means you’ll get notifications for important events, like when the game is released or on sale.

Auroch Digital

Marketing and Community Managment for Auroch Digital in Bristol, UK.

Our favourite free video games to self-isolate with

Like many people around the world, the studio is self-isolating from the Coronavirus. We’re very fortunate in that we’re able to work from home, so projects have been moving ahead as normal and our day-to-day work life - while certainly different - hasn’t been affected as badly as others.

That said, in this kind of situation it’s easy to get bored and we’re more frequently looking for fun things to do with our spare time when we can’t go outside or meet up with friends or do the things we would usually do.

We know others are in the same boat, so we’ve put together a list of some of the studio’s favourite free games. Some of these are commercial games now released permanently for free, some are experimental indie freebies, others are open source projects we love or beloved flash games from back in the day, and a handful are free-to-play with IAPs or ads (though they’re not essential to enjoying the game).

Have fun and stay safe!


Stones of Solace by Dziff

Stones of Solace by Dziff

Stones of Solace by Dziff
Windows, Mac
Recommended by Jem

From the developer: “Stones of Solace is a minimalistic and contemplative ritual, offering you a quiet space for relaxation. Find out what your idol is every day, and take some of your time to craft them a gift.”


Oolite by Giles Williams, Jens Ayton, et al

Oolite by Giles Williams, Jens Ayton, et al

Oolite by Giles Williams, Jens Ayton, et al
Windows, Mac, Linux
Recommended by Mike

From the developer: “Oolite is inspired by the 8-bit classic Elite, and many aspects of gameplay will be familiar to players of that game. In the tradition of open-world games, there's no overall story: you can be a millionaire trader, a veteran combateer, a feared pirate, a lonely miner, a notorious smuggler, or all of them, or something else entirely, based on your own actions.”


Hordes.io by Hordes.io

Hordes.io by Hordes.io

Hordes.io by Hordes.io
Web
Recommended by Pete P

From the developer: “Find your clan, survive large scale open world PVP and arenas, hunt down bosses and fight your way to the top in this group oriented MMORPG.”


Butterfly Soup by Brianna Lei

Butterfly Soup by Brianna Lei

Butterfly Soup by Brianna Lei
Windows, Mac, Linux
Recommended by Joel

From the developer: “A visual novel about gay Asian girls playing baseball and falling in love.”


A Painted Ocean by Neil Thapen

A Painted Ocean by Neil Thapen

A Painted Ocean by Neil Thapen
Windows
Recommended by Aaron

From the developer: “Command a Napoleonic-era man-of-war. Sail the oceans of the world.”


Old School RuneScape by Jagex

Old School RuneScape by Jagex

Old School RuneScape by Jagex
Windows, Mac / Android, Apple
Recommended by Dan

From the developer: “Relive the challenging levelling system and risk-it-all PvP of the biggest retro styled MMO. Play with millions of other players in this piece of online gaming heritage where the community controls the development so the game is truly what you want it to be!”


Line Rider by Emergent Studios

Line Rider by Emergent Studios

Line Rider by Emergent Studios
Web
Recommended by Charlie

From the developer: “Draw a track for the sledder to ride on! The classic and super addictive sandbox game.”


Bernband by Tom van den Boogaart

Bernband by Tom van den Boogaart

Bernband by Tom van den Boogaart
Windows, Mac, Linux
Recommended by Sam C

From the developer: “explore the city of the pff, 23 or something unique locations to discover”


Dancing Road: Color Ball Run! by AMANOTES

Dancing Road: Color Ball Run! by AMANOTES

Dancing Road: Color Ball Run! by AMANOTES
Android / Apple
Recommended by Matt W

From the developer: “Enjoy the catchy music and challenges designed for each dancing road. Let's roll the ball and feel the beat in this Color Matching Game!”


Beneath a Steel Sky by Revolution Software

Beneath a Steel Sky by Revolution Software

Beneath a Steel Sky by Revolution Software
Windows, Mac, Linux
Recommended by Peter W

From the developer: “Featuring Revolution's Software innovative Virtual Theatre system, Beneath a Steel Sky is a gripping science fiction point and click adventure game in the cyberpunk genre.”


Chasing Birds by David Czar

Chasing Birds by David Czar

Honourable mentions...

How to get a job in video games

Last updated: 10/09/2024 

We often get people reaching out to us for advice on how to get into the game industry. It’s a great place to work - creating something you love and working with like-minded people. But it can be difficult to break into games and everyone seems to have a different path. For that reason, we’ve collected everyone’s experiences here at Auroch Digital to help you figure out how you might be able to get your start working in games.

First steps to take:

  • Decide what you want to do! Figure out if you want to get into programming, UX/UI, business development, production, marketing, journalism, or something else.

  • Take part in game jams! There are loads to choose from and you’ll get a chance to try out different roles. At the end of it you’ll also have a game that you can add to your portfolio.

  • Make a game! This can be daunting but there are loads of resources that will help you. It’s not as hard as it sounds, promise. 

  • Get networking! We have lots of socials and events open to anyone at the Games Hub. There are similar communities all over. Come along and get to know people. 

  • Sign up to newsletters! Game developers often use newsletters to reach out to their community, post jobs, but also discuss game ideas.

  • Practise your craft! You’ll only get better at writing, design, and coding by actually doing it. It will also help when applying for jobs if you can show what you can do. 

  • Build a portfolio! Once you’ve got a few examples of your work pull them together into a portfolio to show off to potential employers. Don’t just tell them what you can do, show them.

  • Sign up to game job listings! Even if you’re not ready to apply yet, browsing jobs will show you what’s out there and what people are looking for. Two listings we can recommend are gamesindustry.biz and gamasutra.

  • Join Twitter! It is a great place to get an insight into the game industry. Hashtags like #gamedevjobs #gamejobs show you what people are looking for. You can also find loads of useful threads with games industry advice.

For an insight into what working at an indie game dev studio is like listen to our podcast episode “A day in the life of Auroch Digital”.


About Auroch Digital

Originally founded in 2010, Auroch Digital became a Sumo Digital studio in 2023. We are a remote-first game development studio with a base in Bristol, UK. We are the developers for Warhammer 40:000 Boltgun and Mars Horizon but we’ve also ported and published popular Steam titles and brought them to console. These include the storytelling RPG Wildermyth, the fishy theme park management game Megaquarium, cute robot city builder The Colonists, and the political sim strategy game Democracy 4.   

Find out more about the people who work at Auroch Digital below! 

Nina, Auroch Digital’s Studio Director

Nina (She/Her) - Studio Director at Auroch Digital

Nina was hired as the Office Manager in 2015 when there were only 12 of us. She then moved into production, going on to release Ogre and Acthung Cthulhu: Tactics, then branched into biz dev, pitching projects such as Brewmaster and Boltgun. This meant that Nina ended up in a position with experience across the breadth of the company and really enjoyed the plate spinning joy of helping to run the business. With hard work and the wonderful support of Auroch, she was promoted to Ops Director in 2021 when we were acquired by Sumo and then to Studio Director of Auroch Digital in 2024.

When asked ‘What is a piece of advice would you give yourself starting out?’ this is what Nina had to say “Just go for it, try your hand at everything, and see what your enjoy and are good at. “

Tomas (He/Him) - Vice President of Sumo Digital UK

Tom’s biggest piece of advice is to get as much experience working in teams as possible. You might be great at coding or art, but if you can’t work with a team of people then you won’t get on well at a game studio.

Tomas giving a talk at WASD about sustainability in gaming

Some good overall tips:

  • Don’t Spam studios with generic emails.

    • Studios get hundreds of spam emails daily so to get your message across, it needs to stand out. Make sure the subject is appropriate and relevant.

  • When asking for work experience make, don’t just talk about how it will be good for you, what will the studio gain?

    • Make sure to include in your request what the studio will gain. Remember that many studios are tiny and taking on someone for this role is a significant cost in time and resources.

  • Don’t turn your nose up at an offer because it’s not the exact role you want.

    • All experience counts and often the stuff that matters most is the core areas such as teamwork.

  • Got the interview? Make sure you are well prepared and research a lot.

    • Make sure you've researched the games of the company your going to an interview with and ideally played their games. If you want them to take an interest in you, then take an interest in them.

Tom has also written an article with advice for parents whose kids want to work in games. Give it a read here.

The Brewmaster team enjoy some beer research

Peter (He/Him) - Production Director

After Peter got his acting degree he started a podcast about retro gaming while working in retail. In his spare time, he wrote about and created videos about games for websites. He also topped up his CV by getting a job in live entertainment marketing. After building up enough contacts in the game industry, he was able to become a marketing, community, and section editor for a major game website, and eventually deputy editor. During this time, he realised that what he liked about games was seeing how they were made and getting the most out of a team, and so he got a job here at Auroch Digital. 

“Get involved in games in whatever way you can. The things you'll learn by making and critiquing games, regardless of whether you're a professional or not, are incalculably valuable. Throw a story together in Twine, make a utility app in Unity, do an animation set for RPG Maker, make a Flappy Bird clone in Unreal... it's all going to be useful and shows that you genuinely have a passion for making stuff when it comes to a job interview.”

Aaron (He/Him) - Creative Director

Aaron studied cybernetics at university before getting a job for a few months as a game tester at Lionhead. He then went on to get an engineering job for about 6 years whilst still working on game modding projects in his free time. His experience modding games eventually landed him the chance to join an indie game studio. 
“Only consider a career in games if you already find yourself spending lots of your free time working on games for the sheer joy of it.”

Jemima streaming Megaquarium at an aquarium in front of the shark tank

Jemima (She/Her) - Marketing and Comms Director

“I’m a game marketer because I love games, but also, and more importantly, because I love marketing. I started off doing marketing for the Institute of Physics, but when a role came up to do marketing for games, I jumped at the chance. Since then I’ve been able to get other roles in the game industry by asking someone if they knew of any roles going, and being told to sign up to a studio newsletter. Networking is important, both for getting support and finding out about opportunities and roles.
My advice is to give yourself as many opportunities as possible by getting to know people, signing up to newsletters, and following studios on socials. You never know which opportunity will turn out to be your lucky break.”

Sam (He/Him) - Principal Programmer

Sam started learning programming in his spare time while working another job. He spent years learning as well as making games in his spare time. During this time he was also getting involved in the Bristol games scene, did Games Jams, and networked. When the right role came along he was well prepared and had a good portfolio.

Matt (He/Him) - Principal Designer

“My two bits of advice: play a wide variety of games; try making a game in Unity or Unreal Engine to see which areas of development you're drawn to.”

Office-17 (1).jpg

Some of the Auroch Digital devs hard at work

Dan (He/Him) - Principal Artist

Dan got a Video Game Art degree and then worked as a teaching assistant on the same course. Following that he came to us here at Auroch Digital.

“I think the reality is that your grades and qualifications don't really matter, it comes down to your portfolio and the last bit of artwork you've done. Providing a solid portfolio and delivering a good art test will get you a job in opinion.”

Freddie (He/Him) - Associate Programmer

“Building a portfolio of personal projects/game jam games puts you in very good stead. As well as the experience, it gives you plenty to talk about in an interview to show off your passion! For programmers specifically, it's also great to talk about the latest or upcoming features in your preferred engine. If you can talk about your favourites and how you'd use them, it shows real initiative! Final piece of advice would be to not limit yourself, geographically speaking. There are so many game studios around the country and many of them will have remote working positions available.”

Joseph (He/Him) - Artist

“The process of applying for jobs in games can be challenging, it's important to remember that rejections are part of the process. Just because someone else got a job you wanted, doesn't mean you aren't good enough for it, they might simply have had more experience.

Soft skills are extremely valuable in a competitive field like video games. You have to assume everyone else applying for a role you want is as technically capable as you - so demonstrating other qualities like friendly openness, enthusiasm and self-confidence can be very important.”

Matthew (He/Him) - Senior Audio Designer

Matthew’s journey into games didn’t come by way of an application like most peoples, he was a freelancer. Did it for 7 years, built up a relationship with us and was kindly offered a role once our studio has reached a certain capacity.

Matt recording peter for the Auroch Digital Podcast

  • Have faith in your abilities

  • Build professional friendships / relations

  • Show more than a keen interest in what a studio is producing / working on / has shipped, introduce yourself to its circle

  • Reach out to like minded folk online [X (formerly Twitter) / Instagram are golden for this]

  • Post your work examples / portfolio online, but do not rely on this, when I was freelance I landed almost every gig by having attended a meetup of some sort

  • Don't sweat the small stuff, focus your energy on what you can change, drop the rest

  • Technical skill is of course important, but I'd put interpersonal skills above

  • Freelancing [whilst living on a knife edge], is actually a very good source for contact gathering, and builds a very grateful outlook and perspective

Lucy (She/Her) - Producer

“My advice is pretty simple.... You've just got to keep trying! Getting your foot in the door is the hardest part of getting into the games industry, but once you're in you'll find out we're a pretty tight knit community. Be prepared to face a lot of 'no' but once you get that 'yes' - even if its not your dream role - you should take the opportunity.”

Simon (He/Him) - Marketing Manager

“My main piece of advice for getting a career in games is to become part of a wider gaming community. Find a game or genre that you thoroughly enjoy and make connections through Discord channels, Reddit, or other social media sites. I have worked in marketing for over a decade, and it was through getting to know people this way that I was able to get my first role in video games. It’s not just something that can benefit your career but can help you meet like-minded people who make a long-lasting and positive impact on your life.”

Auroch Digital at the tough mudder finishing line

Eren (She/They) - Lead Artist

“Give everything that interests you a go and don’t limit yourself to start with, work out what you genuinely enjoy first. Build up your portfolio based on that enjoyment; it will be much easier to show your best work when you have fun with the process.

Remind yourself that everyone has their own pace and path into the industry, do not compare yourself to others and base your value on that, this can be especially hard at the beginning.

Get involved in mentoring, feedback and reaching out to others for advice. Not only will you improve yourself as a developer, but you will learn the interpersonal skills that are needed for working within a studio. Learning how to receive and give feedback can be hard but will massively help you in your career!”

Hannah (She/Her) - Associate Producer

“Talking about yourself and identifying your strengths can be a very tough process, so my top tip when pulling together your resume/portfolio is to try and think of yourself as you would think of a friend! We can be our own worst critiques, but think about the unique perspective and experiences you can bring to the table, and what skills you developed from them. As cheesy as it sounds, I think genuinely being your authentic self is so important too! If you are presenting an idealised version of yourself you may miss the chance to form genuine connections, or miss warning signs. We are all human, and have our own strengths, flaws, passions, and boundaries. There is also such value in a diversity of voices, so don't squish yours down to fit into a job!”