board systems (BBS) and game magazines he had access to. The game was completed in early December 1990, and on the afternoon of December 14 Miller began uploading the completed first episode to BBSs, with the other two episodes listed as available for purchase as a mailed plastic bag with floppy disks for US$30. After the arrival of the first royalty check from Apogee, the team planned to quit Softdisk and start their own company. When their boss and owner of Softdisk Al Vekovius confronted them on their plans, as well as their use of company resources to develop the game, the team made no secret of their intentions. Vekovius initially proposed a joint venture between the team and Softdisk, which fell apart when the other employees of the firm threatened to quit in response, and after a few weeks of negotiation the team agreed to produce a series of games for Gamer's Edge, one every two months. 1991 to present Ideas from the Deep, now founded as id Software, used some of these games to prototype ideas for their own games, including in late spring of 1991 Keen Dreams, which they used to develop new systems for their next set of major episodes of the series. They did not initially want to do a Keen game for Softdisk, but eventually decided that doing so would let them fulfill their obligations while also helping to improve the next full set of games for Apogee. The team reprised their roles from the first game, and prototyped an increase in graphical quality, a pseudo-3D view rather than a side-on view, ramps rather than solely flat surfaces, support for sound cards, and changes to the design based on player feedback. The game's plot, as a result, was designed to be a standalone game outside of the continuity of the main series, and not a true sequel. Once the game engine and design changes were completed, Keen Dreams was completed in less than a month even as the team simultaneously worked on another game. Beginning development in the June 1991, the team again reprised their roles for Goodbye, Galaxy. Hall had received feedback from parents who did not like that the enemies in Vorticons left behind corpses instead of disappearing like in other games; he did not want the violence to have no effects, and so in Dreams had replaced the raygun with pellets