SpaceVenture Project Update #89: Feb. 1st Update: Yay more puzzles, Ace’s ship, animations, and narrative

Feb. 1st Update: Hello out there to our generous kickstarter backers! It’s time for an update on the goings on of the past couple of weeks.

Mostly behind the scenes things to talk about today. No new artwork to show you, but I promise there will be some on the way! The development team has continued focus on working on multiple puzzle sequences for the game. This has required a few extra capabilities to be added to our existing event driven system for Unity.

Mark and his team have had some pretty important things going on. Ace’s ship has been given some love in terms of the way it looks on the inside. I’m hoping he’ll let me show you all some of that artwork in the near future 😉 Another thing that the art team have put time in on is some more animations that were needed for Ace. Some of that literally just got completed and we’ll be plugging in those animations over the next couple of days.

Scott, along with his assistant Troels, have continued work on narrative writing for new portions of the game that have been added. There are still quite a few scenes that are almost ready to roll that will need narrative writing completed, so they still got some work cut out for them.

The team is all pushing hard to meet some deadlines we have laid out for ourselves. A major section of the game is almost completed and the deadline is nearing, but we still have a little ways to go!

If you’re wondering when the game will be available, we don’t have an estimated date yet, but please see this update for more details on why that is.

EPISODE 8 OF THE BI-WEEKLY PODCAST BY THE SPACE QUEST HISTORIAN

The Historian gets all academic on your asses and discusses the role and meaning of the ubiquitous narrator in Sierra games with the help of Guy From Andromeda Scott Murphy, Leisure Suit Larry creator Al Lowe and Senscape founder and designer of “Scratches” Agustín Cordes. We also get an exclusive update on how the SpaceVenture is going from Chris Pope, learn more about the origins of “ace” reporter Chuck Clusterbluck, and there’s a whole heaping lot of music talk from those fine gentlemen of rock, Brandon Blume and Ken Allen. Oh, and stick around for a little update on Pete Toleman’s Kickstarter near the end – hint: it’s not going well. Get ready for a two hour extravaganza of space fun!

NOW IN ITUNES! or RSS FEED HERE

SERENA, YOU SHOULD CHECK IT OUT!

Some of our good friends created a really cool (not to mention FREE) adventure game you can check out right now! Josh Mandel voices the main character in the game, but you’ll also hear our very own Scott Murphy in there too if you play all the way through 🙂

Visit: http://store.steampowered.com/app/272060/

OTHER SIERRA ALUMNI PROJECTS  

The amazing Josh Mandel / Al Lowe’s Leisure Suit Larry Reloaded

Jane Jensen’s Moebius and Pinkerton Road Studio / GABRIEL KNIGHT: SINS OF THE FATHERS 20TH ANNIVERSARY

Hero-U: Rogue to Redemption by the Quest for Glory designers – Corey Cole and Lori Cole

Under The Half Dome: An Album by Sierra Composer, Ken Allen

Thanks for all of your support everyone!

Chris Pope a.k.a your humble local intergalactic SpacePope

SpaceVenture Project Update #88: Jan. 16th Update: New Intern, Puzzles, and TatooRakus

Greetings backer type folks from planet earth! It’s that time of the month again.. oops, maybe that didn’t sound the way I meant it to. Well, It’s the 16th of the month, which means, time for another project update!

SPACEVENTURE PROGRESS REPORT

So we’re pretty excited about some of the things that have happened within the last couple of weeks. For one, we’ve added another intern to the team to help with some of the programming on the game. As we’ve mentioned in the past, the programming on the project has been the biggest time consuming thing, so having more man power there is a great boon to the project.

Two of the puzzles from the game are getting close to completion. As you can probably imagine when we get scene artwork done and lay it out into the game, get the “walkable” areas worked out along with “clickable” objects, that’s all well and good but some of the scenes have some pretty “animated” puzzles that you’ll have to solve if you plan to reach the bitter sweetness that is the end of the game. Some of these puzzles have been hanging over our heads for months now and to see them coming to fruition has been a huge weight lifted off. So I’m very happy to report that we’ve made good progress with that. I personally had the honor of getting one of them to the finish line myself 🙂

As always, more scene artwork has been given love from Mark (see below)

SPACEVENTURE REWARDS WEBSITE POST FROM OUR SENIOR DEVELOPER

For you developer types out there, be sure to check out a recent post from our senior developer, Tyler Drinkard. The post is entitled “Unity Coroutines”. Tyler goes through some of the pros and cons with our engine of choice Unity, and dealing with coroutines.

Check out the post here (WARNING: IF YOU CAN’T LOG ONTO THE WEBSITE AND ARE A BACKER, PLEASE EMAIL pcj@andromedanpost.com )

INTRODUCING FOR THE FIRST TIME PUBLICLY, PLANET “TATOORAKUS”

I am beyond excited to announce for the first time ever one of the locations you’ll be visiting in SpaceVenture, “TatooRakus”. A beautiful, sunny, death ridden planet full of sci-fi parodies that will make you laugh, and probably cry in frustration. Please note that this scene is still a work in progress, no seriously, see the Mark images below.

MARK CROWE HARD AT WORK ON SPACEVENTURE

Below is some really cool photos of Mark Crowe working in his office earlier today. Soak it up, as he’s got some pretty neat things laying around his office. And of course, what you see on his screen is a teaser for one of the main locations you’ll be experiencing in SpaceVenture. 🙂

Don’t worry folks, Mark didn’t injure his hand in a vicious game of xenonian battle chess. That glove is just a tribute to the late Michael Jackson. Or it might be to help keep his hand from touching the screen while drawing, one of the two 😉

EPISODE 7 OF THE NEW BI-WEEKLY PODCAST BY THE SPACE QUEST HISTORIAN

“Xenon Rebel Radio Militia”

It’s a new year, and the Space Quest Historian finds time to fiddle around with one of his more esoteric Christmas presents: an intergalactic subspace HAM radio. A mysterious transmission from ace reporter Chuck Clusterbluck is intercepted, but the mystery remains: who is this Chuck, and why is the Sequel Police after him? Rounding off the theme of glitches and game breaking hilarity of previous episodes, there are also some funny stories from the development of the upcoming SpaceVenture. And the gentlemen of rock, Brandon Blume and Ken Allen, present the final part of their SQ4 metal medley commentary – with a special extra treat from the musical talents of Frederik Olsen

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OTHER SIERRA ALUMNI PROJECTS

The amazing Josh Mandel / Al Lowe’s Leisure Suit Larry Reloaded

Jane Jensen’s Moebius and Pinkerton Road Studio / GABRIEL KNIGHT: SINS OF THE FATHERS 20TH ANNIVERSARY  

Hero-U: Rogue to Redemption by the Quest for Glory designers – Corey Cole and Lori Cole

Under The Half Dome: An Album by Sierra Composer, Ken Allen

Thanks for all of your support everyone!

Chris Pope a.k.a your humble local intergalactic SpacePope

SpaceVenture Project Update #87: Jan. 1st Update: It’s 2014, Happy New Year!

As the title states, it’s January 1st, 2014! Happy new year everyone! I cannot tell you how excited I am about 2014 and what this year holds! SpaceVenture gets closer and closer as each day unfolds! As you can imagine, the last couple of weeks have been a mixture of getting things done on the project, but also a lot of time spent for all of us jumping around from place to place spending time with family and friends, so I don’t have a ton of new stuff to report. Although more artwork got polished and some more programming completed.

How about a look back at what you’ve seen and maybe haven’t seen so far?

SOME OF THE ARTWORK FROM THE GAME

Here is some of the artwork from the game. Most of this you’ve seen, but a couple of pieces you probably haven’t seen. 😉

SAN DIEGO COMICON 2013

2013 COMMENTARY CHRIS POPE DID OF THE DEMO SHOWN AT SDCC

http://www.youtube.com/watch?v=toeD7kwLdrATESTING WITH SCRAPS SHIP

http://www.youtube.com/watch?v=jtl_KuLWgxAAND WHO COULD FORGET THE TWO GUYS AMAZING DANCING SKILLS

http://www.youtube.com/watch?v=xejLhLB4C7cEPISODE 6 OF THE NEW BI-WEEKLY PODCAST BY THE SPACE QUEST HISTORIAN

The Historian wishes you a merry whatever with this special holiday special of the podcast, featuring very special appearances from Vohaul Strikes Back team leader, Frederik Olsen; the proprietor and curator of SierraChest.com, Rudy Marchant; and a special mention from everyone’s favorite corporate weasel, Peter Toleman! The topic is the many easter eggs that lurk within the Space Quest series, and, boy, you’ll never need to check a wiki again after listening to this thing. Also, we take a deep, hard and incredibly long-winded look (and listen) at the Format Countdown — the Historian’s favorite piece of music ever. Happy whatever, people!

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OTHER SIERRA ALUMNI PROJECTS  

The amazing Josh Mandel / Al Lowe’s Leisure Suit Larry Reloaded  

Jane Jensen’s Moebius and Pinkerton Road Studio / GABRIEL KNIGHT: SINS OF THE FATHERS 20TH ANNIVERSARY  

Hero-U: Rogue to Redemption by the Quest for Glory designers – Corey Cole and Lori Cole  

Under The Half Dome: An Album by Sierra Composer, Ken Allen

Thanks for all of your support everyone!

Chris Pope a.k.a your humble local intergalactic SpacePope

Hero-U Project Update #47: A Hero-U Holiday

Lori and I wish you a Merry Christmas, Happy Chanukah, Joyous Solstice, Happy New Year, and any other seasonal holidays you may prefer to celebrate.

Lori and I sing carols with a local chorus every Winter, so we were inspired to write a little parody very loosely based on one of the Hero-U: Rogue to Redemption events.  Not willing to leave well enough alone, we recruited backer (and professional opera singer) Maus Merryjest to sing our silliness, then Lori put together a video with some of the preliminary game art and more than a few Kristmas Kwirks.  I did the narration.  Please share it with your friends.

http://www.youtube.com/watch?v=oxocsH__y2Y

Physical Goods Delay

I just heard back from the company that was going to distribute our physical goods. Apparently they’ve had some family issues and will be unable to fulfill the orders, so we need to scramble again to find a distributor.  As a result, the toy meeps, t-shirts, and baseball caps that were supposed to go out last month will take a few more weeks.  The designs and mailing list are done; we just need to find someone who can box up over 1,000 items and mail them for us.

Art Update

Concept Art House continues to amaze us with the speed and quality of their work. Our in-house team continues to work on the locations, furnishings, and other items.  Eric and Paul have done a great job on painting fantasy versions of our Yearbook backers.  We are adding Chris Willis as a 3D artist specializing in environments. Chris worked on King’s Quest VI and VII, Space Quest, SWAT, and many other games, at Sierra.  Chris also contributed art to Fallout, Asheron’s Call, and Dungeon Siege 3. He’s a terrific artist and we are thrilled to have him on the team.

SpaceVenture Project Update #86: Dec. 16th update: Puzzles, Deaths, and Artwork, Oh my!

Hey there backer folks, sorry for the delay on this update. It’s crazy crazy times here at SpaceVenture camp. From a development stand point, a lot of time and energy has been put into three main things.

(1) A puzzle sequence that involves Ace having to get passed some animated objects(leaving out the spoilers) that will kill Ace if he gets to close. This is our first puzzle that we’ve done like this, so some extra TLC is needed.

(2) The death sequence that involves Ace being killed by the animated objects. We know how much Space Quest fans love their death sequences, so as you can imagine, it’s gotta be right!

(3) The icon UI is still in revamp mode. I’ll hopefully have some details to share in the near future.

As always, Mark and his team have been focused heavily on artwork. Scenery artwork still in the works. One of the scenes he is polishing right now will make you sci-fi parody fans giggle in ecstasy when you see it.

These were the words Mark said to me when he first showed it to me: “How many cease and desists do you think we’ll get out of this scene?”. All I’ll say is it puts me in mind of the Space Quest 3 garbage freighter area big time! I’m not sure if/when Mark will let me show it to you. I think he is really wanting it to be a surprise, but we’ll see what I can rip from his hands in the future 😉

EPISODE 5 OF THE NEW BI-WEEKLY PODCAST BY THE SPACE QUEST HISTORIAN

The Space Quest Historian dons his hard hat and delves beneath the surfaces of your favorite Space Quest games. Well, all six of them, in fact. Joined by famed resource spelunkers Akril, BlockMaster and Alan Luckachina, and aided by the invaluable help of Andrew ‘Collector’ Branscom, it’s time to blow the lid off the treasure trove that is the secrets of the Space Quest games.

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 OTHER SIERRA ALUMNI PROJECTS

The amazing Josh Mandel / Al Lowe’s Leisure Suit Larry Reloaded

Jane Jensen’s Moebius and Pinkerton Road Studio / GABRIEL KNIGHT: SINS OF THE FATHERS 20TH ANNIVERSARY

Hero-U: Rogue to Redemption by the Quest for Glory designers – Corey Cole and Lori Cole

Thanks for all of your support everyone!

Chris Pope a.k.a your humble local intergalactic SpacePope

-= UPDATE! =- Leisure Suit Larry creator Al Lowe retires from Replay Games

Al Lowe

Venturebeat Reported this.

The long and the short of it, per Al Lowe: “It’s time for me to go back to doing the things I love, spending time with my family, taking care of my wife, and playing in my big band,” Lowe said in a statement to VentureBeat.

“I really had a blast during the Leisure Suit Larry Kickstarter and throughout development, especially packing those all boxes!” he said. “I’m not leaving for any other reason than to just return to retirement. I’m 67 years old. I don’t know how many years I have left, and the ones I do have left I want to spend with my family and friends.”


Apparently the quote was not originally given by Al Lowe!

Venturebeat then corrected their article after speaking to Al Lowe.

UPDATE!

From Al Lowe’s Twitter :



SpaceVenture Project Update #85: Dec. 1st Update: Conditionals, the UI, and a little piece of art at ya!

We hope those of you that celebrate Thanksgiving are doing well and are having a good recovery from your food comas! I know for us, we are very thankful for all of you, and cannot wait to show you all what we’ve been working on.

RECENT PROGRESS

More updates to our event driven system have been added to account for some missing capabilities. Namely, we wanted to be able to adjust certain things in the game based on the distance that Ace/Rooter were from certain objects. Example, let’s say that you want to look at an object that is on the other side of the screen, however Ace is on the opposite side of the screen. Shouldn’t the narrative dialogue be different depending on distance? Especially if something is currently blocking Ace from reaching the object. The recent modifications have made that possible.

You’ve seen us mention Event Driven stuff quite a bit. Our senior developer has posted on the SpaceVenture Rewards website about “What is an Event Driven Object?”. Reading his write up will help understand things a little better. You can read it here. Also, if you have problems logging onto the SVRewards website, please email pcj@andromedanpost.com

Another thing that has been a focus as of late is changes to the user interface of the game. We have never been happy with the UI. As much as we love the old sierra style UI, we are really pushing for something that relates to that but is more intuitive. A lot of ideas have been passed back and forth and some great mock ups have come out for that. Eventually I hope to show you all some of what has been put together.

As for what Mark and his team have been working on in terms of artwork, they have also made some great progress. New character artwork has been completed as well as scenery. I’ve been pestering Mark to let me show off some of what he’s been working on and he finally released a small piece for you all to check out.

This scene happens about 3/4 of the way through the game. I don’t want to spoil too much, but you can probably assume certain things about the predicament that Ace finds himself in here.

EPISODE 4 OF THE NEW BI-WEEKLY PODCAST BY THE SPACE QUEST HISTORIAN

The Historian climbs his soapbox and talks about the myth of the female gaming market, with the gracious help of real, actual females like Say Mistage, Cassie Benter and Serena Nelson, along with the indispensable wisdom of Professor Jess and Guy From Andromeda, Scott Murphy. There’s also another installment of the Space Quest IV soundtrack rundown by fan musician Brandon Blume and SQ4 composer Ken Allen, as well as an informative segment on the graphic style of Infamous Quest’s Space Quest II remake by artist Jeremy Kitchen.

NOW IN ITUNES!

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OTHER SIERRA ALUMNI PROJECTS

The amazing Josh Mandel / Al Lowe’s Leisure Suit Larry Reloaded

Jane Jensen’s Moebius and Pinkerton Road Studio GABRIEL KNIGHT: SINS OF THE FATHERS 20TH ANNIVERSARY

Hero-U: Rogue to Redemption by the Quest for Glory designers – Corey Cole and Lori Cole

Thanks for all of your support everyone!

Chris Pope a.k.a your humble local intergalactic SpacePope

Hero-U Project Update #46: Adding A Dimension to Hero-U

Let’s Go To the Movies

I shared our new teaser trailer video to backers last month, and our playable demo last week. Now it’s time to share the video with the world. Please tell all your friends to check out the trailer at http://www.youtube.com/watch?v=DRKycVbHce4 and spread the word.

https://www.youtube.com/watch?v=DRKycVbHce4

The First Dimension – Story

Graphic adventure games are unique, living at the intersection of stories, animated films, puzzles, and interaction. Game producers have always argued about the best ways to design them. Some developers start with the challenges, some with the graphics, and some with words.

For Lori and me, every game begins with a story. We choose a setting, populate it with interesting characters, and ask, “What is life like for them? What are their problems, and how can the player help solve them?” Once we know the story, we can work with our team to create images and code that enhance the story.

The key word there is “work”. Here we have our story at the heart of a game, but 90% of the work goes into the presentation. Brian Moriarty, when he moved from creating text adventures for Infocom to the graphic adventure LOOM at LucasArts, probably said it best: “The problem with graphic adventure games is that you can’t do anything that you can’t show, and you can’t afford to show anything!”

Let’s call our story the “first dimension” of a graphic adventure game.  It’s critical, but not enough by itself.

The Castle on the RocksThe Castle on the Rocks

The Second Dimension – Graphics and Animation

One important lesson we learned from Quest for Glory V: Dragon Fire, and that was “avoid 3D”. Dragon Fire was the only game on which our team went way over schedule and budget. Three years of development on two different graphics engines and tons of 3D art were the main culprits.

Hero-U was supposed to be a simpler game with a simpler artstyle than Dragon Fire. So we reached out for artists experienced with traditional 2D cell animation. All of the Sierra artists in the early 90’s were adept at that, and the programmers just dropped the animations right into the game, so how hard could it be with modern tools and faster computers?

It seems we forgot about the part where Sierra put millions of dollars into developing the tools and engine for making that 2D art so easy. Unity3D has “3D” in their name for a reason; they are only now releasing a version designed to help develop 2D games.

Here’s some of what it takes to get a single 2D character to walk:

  • Design the character and draw a minimum of five angles (forward, back, back left, left, and front left). The last three can be mirrored, but only if the character is completely symmetrical. The artist needs to draw an asymmetrical character in all eight directions.
  • Draw a series of animation “cells” showing the character walking one step at a time in each direction. That’s how we did it at Sierra, and it was way easier when the artist only had 16 colors to adjust.
  • Alternatively, cut the character up into pieces representing each major bone and joint, then animate the pieces moving like a puppet. (This is how Shawn and the other characters are animated in the Demo.)
  • Convert the resulting animations into a format that can be imported into and used in Unity3D.
  • Write a bunch of functions that treat the 2D images as a 3D object. When the character walks somewhere – such as when the player clicks on an object – he needs to find a path to the object and move one step at a time, “cycling” the animation with each step.
  • Meanwhile, the code has to check if the player has changed facing along the way, and dynamically go through the in-between before switching to the middle of a different animation sequence. When done poorly, this will cause the character to “slide” across the screen or make jerky movements. It takes a lot of tweaking of both the art and programming to move him smoothly.

That’s all hard and time-consuming. Worse, the 2D animation in the demo just isn’t good enough for our game.

An Explo-ShawnAn Explo-Shawn

Into the Third Dimension – 3D Characters

That’s when Lori and I realized that not all of the 1998 rules still apply in 2013. Today 2D animation is harder than 3D. All experienced animators know how to work with 3D tools and Unity3D is optimized to use them. They take less time to animate, not more, and also less money. The question was whether we had tied our fates to the wrong technology for too long, and whether we had any choice.

Then fate intervened. We had volunteered to give a talk at the IGDA Summit in San Francisco. Sharing the same hotel was Casual Connect, a conference with a huge exhibit area. That’s where we encountered the Concept Art House (CAH) table. Lori and I were both very impressed by their outstanding game art portfolio.

As it turns out, both James Zhang and Daniel Roh of CAH are Quest for Glory fans, and they promised they could find a way to help us. “Small budget? No problem.”

We gave them a test character to model, and we were blown away – They gave us 3D art that looked even better than the 2D drawings they started from. Just as importantly, the 3D character worked perfectly in Unity.

CAH Gives Shawn a Case of the PolygonsCAH Gives Shawn a Case of the Polygons

We have now signed a deal with Concept Art House for them to model and animate all of our characters and monsters in 3D for a reasonable price and on a reasonable schedule. Actually, the schedule is better than reasonable – Every day we get new models and textures from CAH, and they are all outstanding.

Our team artists continue to focus on the game backgrounds, objects, interface, yearbook, and the many other art needs of the game. We’re incredibly excited about the new partnership and the amazing character art we will be adding to Hero-U: Rogue to Redemption.

Shawn Has Depth of Character!Shawn Has Depth of Character!

To the Fourth Dimension and Beyond!

We feel as though we’ve taken one small step into the 21st Century with our new character animation. Although we have an enormous amount of work to do on the game, we are feeling very good about our new development processes.

It won’t be fast; it certainly won’t be easy. But we’re getting it done, and the game will be much better with the new animation and the complex game behavior we are able to build into Hero-U: Rogue to Redemption.

Think of it as the fourth dimension of our graphic adventure.

Shawn in 3DShawn in 3D

Kickstarter Quickies

The projects I mentioned in the previous backer-only post are in their final days.  Here are two more interesting games mentioned by our backers:

Read Only Memories: A New Cyberpunk Adventure Game (http://www.kickstarter.com/projects/gaymercon/read-only-memories-a-tribute-to-90s-adventure-game/) is a retro-style Cyberpunk adventure game.  It appears to use 16-color graphics – quite a challenge.

The Mandate (http://www.kickstarter.com/projects/1964463742/the-mandate) is a slick-looking science fiction RPG.  It also features adventure aspects, space battles, and exploration, so it looks like a cross between an RPG and a 4X game.

SpaceVenture Project Update #84: Nov. 16th Update: Short and to the point today.

Hello dear and fateful backer buddies! The last couple of weeks have been a bit slow in terms of cool items to show you. Don’t take that the wrong way. The team has all been busy working on various things, but it has mostly been a lot of behind the scenes stuff.

The Unity 4.3 update (our game engine of choice) was released last week and one of the things we’ve been looking into is how to leverage some of the new features. 4.3 features a whole new 2D kit that could potentially help our efforts tremendously going forward. Unity has also introduced some new animation tools involving their Mechanim system. This is all great news because we are gonna be able to hopefully make use of a lot of this in different ways 🙂

CLICK HERE TO READ MORE ABOUT SOME OF THE COOL THINGS IN THIS UNITY UPDATE

There is quite a bit of new artwork that Mark and his team have been working on that I wish I could show you. At this time, he’s not quite ready for me to post anything, but I’m hoping by next update, he’ll be ready to divulge some of the cool stuff that has been put together.

Some of you have made it known that you would love to hear about some of the “under the hood” stuff going on code wise with the game. Our Senior Developer Tyler is now going to be posting in the SV Rewards website. So for the code monkeys out there, his post will especially be for you!

CLICK HERE TO READ HIS FIRST POST. (WARNING: You must have an SVREWARDS account. If you don’t, or have problems logging in, please email pcj@andromedanpost.com )

EPISODE 3 OF THE NEW BI-WEEKLY PODCAST BY THE SPACE QUEST HISTORIAN

The newest episode of the Space Quest Historian podcast is live!

“Get ready for a full hour of juicy fun! The Historian delves deep into Space Quest IV and uncovers a host of hidden voice files. Brandon Blume and Sierra composer Ken Allen talk about the SQ4 soundtrack, and the SteveBot returns to talk about the hidden alternate path that was supposed to be in SQ2VGA. Jason Pullara, a.k.a. LordKat, caps things off with a calm and collected spiel about the usefulness of glowing gems. It’s a full hour’s worth of Space Quest extravaganza!”

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PLEASE HELP SUPPORT THE BOLT RILEY KICKSTARTER

Our friends at Adventure Mob, not to mention Lori and Corey Cole, have got a really excited Adventure game that needs funding! Become a Reggae legend in “Bolt Riley” – A Jamaican adventure game by Adventure Mob

CLICK HERE FOR MORE INFO

Thank you so much everyone for all of your support!

Chris Pope a.k.a your humble local intergalactic SpacePope