Why is selling good games so hard? Book of Demons Early Access launch postmortem.

It seems like it was yesterday, but it’s actually been two months since we launched Book of Demons on Steam Early Access. Although most of our team at Thing Trunk has vast experience in game dev, this was the first Early Access launch for all of us. So how did it go and did we learn anything? Read on to learn all the pretty and all the ugly details […]

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Making of the Paperverse, the art-style that binds Return 2 Games

A little over a month ago we revealed Book of Demons, the first game in our upcoming Return 2 Games series. Since then a lot of people have been complimenting and asking us about the paper art-style we adopted. This feels great because we put a lot of effort into making everything the way it looks now and the road to getting here was a really bumpy one. Hope you enjoy the story how it all came to be.

Developing the paper art style for R2G took us almost two years, so one might ask, why the need for an art-style at all? Why didn’t we just make “normal” realistic graphics and be done with it? And why did it take so long? […]

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The marketing bus has departed! A slightly emotional postmortem of the Book of Demons reveal event ;-)

Exactly a week and one day ago we unveiled Book of Demons to the world, a project that we’ve been working on in secret at Thing Trunk for almost 4 years. And it was an absolute emotional roller coaster! It started like a disaster, but by some means, we still managed to reach the goals we set for ourselves. Today we’ll take a break from the regular project announcements and development updates we did so far, and I will share some of my thoughts on what went good and what went bad with the most important announcement in the history of Thing Trunk. One that would decide our company’s fate, if we could stay indie or not. […]

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