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Regulars

When We Made… Dead Cells

We take a look behind the scenes at the development of Dead Cells, the challenges of developing a roguelike/metroidvania hybrid, why the Prisoner doesn’t have a head and how easy porting can be

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When We Made… Harold Halibut

Slow Bros’ co-founder Onat Hekimoglu explains the eight-year development process of upcoming stop motion game Harold Halibut, why building everything was initially meant to make things easier, and details its inspirations, from conceptual architecture to Pixar films

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When We Made… Hollow Knight

Team Cherry’s co-directors Ari Gibson and William Pellen explain how going for a hand-drawn, insect-themed title was a way to avoid some challenges and reveal their inspirations for Hollow Knight – and, no, Dark Souls is not one of them

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