• Tank Additions and Future Ideas

    Hey everyone! First, we at Escape Industries would like to thank you for giving our newest alpha demo of Fingeance a playthrough. We really appreciate it. Working on Fingeance would not be nearly as rewarding without the feedback and support we’ve gotten. Speaking of feedback, one thing has been coming in loud and clear: player […]

  • Fingeance Alpha v3 Launch

    Play the alpha here! Right now, you can go try out the first major update to the Fingeance Alpha. It loads up fast, and a playthrough takes 10 minutes. We highly advise that you give it a try. If you didn’t play our game when it first came out, let me catch you up. Fingeance […]

  • Changing Up the Player HUD

    After reworking the Shop Menu and the Character Selection screens I told myself, “No more big systems for a while…” So naturally, I’m working on another big system. This time I am reworking the player HUD (Heads-Up Display, for those unaware) that tells the players what is going on with their ships. Reworked Player HUD […]

  • What I Thought a “Finished Game” Looked Like, Two Months Ago.

    I was wrong. I was so wrong. On May 13th, I posted an article about how Stephen, Charles, and I were wrapping up work on the “Big Systems” of Fingeance. I claimed that the game had reached such maturity that we were done “making tools” and 2042 hacks. I even penned the hilariously overconfident “It’s time […]

  • Adding Character to our Characters

    What a productive week! Since last Wednesday, we’ve been on a roll making new parts for Fingeance. I guess showing your game off to a group of kids has that effect. Character Select Screen Charles has redesigned the character select menu. It took him a few days, but it turned out really nice. Check it […]

  • Into the Unknown – First Adventures with the New Shop

    “I actually have to think about my decisions now, and it’s great.” – Stephen McGregor, Sunday, July 26th. “You missed scrap!! … That’s really important to me all of a sudden.” – Charles McGregor, Sunday, July 26th. “It looks like a normal shooting game, but it’s way more addictive.” – Unnamed 3rd Grade Student, Wednesday, […]

  • Working on the Shop Menu

    As I stated in an earlier post, the shop menu has been a huge problem for players. It was too complicated. Figuring out the function and relative power of each part was a nightmare. Since then… we’ve made a lot of progress. Animating the Shop Menu One of the problems of the old shop was […]

  • Augment Designs and Shields

    Last week has been somewhat difficult productivity wise. We’ve all been preoccupied with other projects, and so creation has somewhat been slow. That doesn’t mean we’re empty handed though! New Shields Lane introduced you to augments last time. The bulk of our work has been in making augments, but we’ve also introduced a new mechanism […]

  • Defining Buffs, Equipment, and Roles

    What a week! When I first got into gaming, nobody told me that inventory/equipment/stats/bonuses/buffs was this herculean rite-of-passage that stymies so many beginning RPG devs. Player equipment – and passive benefits thereof – were literally the first thing we ever talked about when we started making Fingeance. Several months later, we’re finally able to implement […]

  • Redesigning the Shop and Bullets

    The shop has been a major problem for players for some time now. When the player is first shown the shop, a bunch of info is thrown at them: items available, item descriptions, item costs, etc. It was a very intimidating view. This is especially true when there are more than one player playing. So […]