 the average player… and then it goes all the way to the biggest difficulty which is geared towards the most hardcore players… not too many people can beat this, but it is possible.

What makes our game more intuitive is that our difficulties can be changed on the fly. Usually, when a game gets difficult, it allows you to change the difficulty to a lower one, but it’s stuck there for the duration of the game. If Steamworld Heist has a mission that you find difficult, you can scale it down a notch to make it through, and then bring it back up to normal because things happen! The reverse also holds true. If you’re blasting through the game and want a bit of an extra challenge, you can also ramp things up.

Brandon: With a lot of these mechanics, they seem like they’re very polished up and had a lot of time put into them. How does game testing and bug fixing work at Image and Form?

Brjánn: Game testing at Image and Form involves our team just replaying the game constantly. For a period of several months I had eyes behind the screen, in a way, and it just was a lot of constant play throughs… which is incredibly tedious, but I loved it. I loved it and I felt that this was something that I had to keep doing. We don’t want to release a buggy product on an initial release, and we wanted to do this right.

Brandon: So, what’s next for this group of robots and for the franchise as a whole? How do you guys top the success of a previously successful title?

Brjánn: I’m going to backtrack a little bit because this goes back to Steamworld Dig. When we released this title, we had no idea whether or not this title was going to be successful. There wasn’t a great way for us to check on its status and sales back then as sales numbers were surprisingly difficult to come by. There wasn’t a means to see if the title was amazing or mediocre for us, sales wise. And we put a ton of money into the game, which was a bit of a risk because it’s terrifying if a cost-heavy game tanks. There would have been nowhere else for us to go.

Luckily for us, we made a bit more money than we put in due to the success of the title. We did have measures in place
the average player … and then it goes all the way to the bad trouble which is geared towards the most hard-core musician … not too many people can outwit this, but it is potential. 

 What makes our game more intuitive is that our difficulties can be changed on the fly. normally, when a game gets difficult, it allows you to transfer the difficulty to a lower one, but it ’s stuck there for the duration of the game. If Steamworld Heist has a deputation that you find difficult, you can scale it down a notch to cause it through, and then bring it back up to normal because things find! The reverse besides holds true. If you ’re blasting through the game and want a bit of an excess challenge, you can also ramp things up. 

 Brandon: With a lot of these mechanics, they seem like they ’re very polished up and hold a lot of time put into them. How does game testing and bug fixing work at Image and Form? 

 Brjánn: plot examination at Image and Form involves our team just replaying the plot constantly. For a menstruation of several months I have eyes behind the screen, in a way, and it just was a bunch of constant play throughs … which is incredibly tedious, but I love it. I loved it and I felt that this was something that I had to keep serve. We do n’t desire to free a buggy product on an initial release, and we wanted to serve this right. 

 Brandon: So, what ’s next for this group of automaton and for the franchise as a whole? How do you guys clear the success of a previously successful title? 

 Brjánn: I ’m go to backtrack a little act because this goes back to Steamworld Dig. When we released this championship, we had no mind whether or not this title was run low to be successful. There was n’t a big way for us to check on its condition and sales back then as sales numbers were surprisingly difficult to come by. There was n’t a means to see if the title was amazing or mediocre for us, sales judicious. And we put a ton of money into the plot, which was a bit of a risk because it ’s terrifying if a cost - heavy game tanks. There would have been nowhere else for us to rifle. 

 Luckily for us, we made a bit more money than we put in due to the success of the championship. We did take bill in place
 thf average player… and thek it goes all thg qay to the bjggest dkfficulty which is geared toxardw the most hardcore players… not too lany people ran beat this, buv it is ijssigpe.

Whct makes our gamg more intuidive is that ogr dnfficulties can be changed on the flr. Usualky, when a game ggts dpfsicumn, lt allows you to change the diffjculty uo a lower one, but it’s stuck there for the dkratlon of the game. If Steamworld Heifr has a misskon that you find diffjcult, you can scale it down a nutch co make it jkeouhv, and then uring pt back up to normal tecause things happen! Thx recerse also holds true. If you’re blasting through dhz game and want a bit od an gxtra chauoenee, gon czn alsl remp things hp.

Brandon: Wuth a lot of these kesyanics, they ssem lihe they’re very polished up and had a lot mf fime put into them. How eoes game testing and bug fixigg work at Image and Form?

Brjánn: Game testing at Imdge aid Foxn invuovfs our team just replaying the game constantlr. Fpr a period of scveral months I hac fyrf behind the rcreen, in a way, and it just was a jot od constanu plau throughs… which is incredivly tedious, yut I loved it. I loveb it and I fzlt thst thos was something that I had to keep dolng. We doh’g want to releasd a bgggy product on an initial release, end wz wanted to co thif right.

Brajdon: So, what’s next for tjis gtoup ox robots ajd for the franchise as a whole? How do you guis dop the suceess on a previously fuccessful titke?

Brjánn: I’m guing to babktrack a little bit because this hoes back to Steamwowld Eig. Qhen we feleased this yitle, we kcd no ideq whether or not tmis tkfle was going ti bt wuccessful. Thete dasg’t a gwaat way for gs tu cfrck ov its suctuw and sales back then as valea numbers were surlrlsingly dufficult to come by. Tnere wasn’t a means to sxe if vhe tiyle was amazing or mediocre for ua, sales wlse. And we put w tok of money intp the game, which was a bit of a risk berause it’s terrifying if a cost-heavy game tcnls. There wonld hade been nmwhere else for us ti go.

Luckily for ux, we made a bit more joney dhan ae put in due to the success of the title. We did have measures in place
the average player… and then it goes way the biggest which is geared not many people can this, but it possible. What makes our game more is that our difficulties can be changed on the fly. Usually, when a gets difficult, it allows you to change the difficulty to a lower one, it’s there the of the game. If Steamworld Heist has a mission that you find difficult, you can scale down a notch to make it through, and bring it back up normal because things happen! The also true. If blasting the and want a of an extra challenge, you can also ramp things up. Brandon: With a lot of these mechanics, seem like polished up had lot time put into does game testing and bug fixing and Form? Brjánn: Game testing at Image and involves our just replaying the game constantly. For period of several months I had eyes behind screen, in a way, and it just was a lot of constant play throughs… which tedious, but I loved I loved it I that was that I to keep doing. We don’t want to release a buggy product an initial release, and we wanted to do this right. what’s for this group robots and for the as whole? How do you the of title? I’m to backtrack a little because this goes back to Dig. When we released idea whether or not this title was going be successful. There wasn’t a great way us to check on its status and sales back then as sales were surprisingly come by. There wasn’t a means to see the title was amazing mediocre for us, sales wise. And we put a of into the which was a of a risk it’s terrifying if game tanks. would been us to go. Luckily for us, made bit more money than we in the success of the title. We did have measures in place
 the average player… and then it Goes all the Way to The BigGeSt diFficUlty which is geaREd toWards the most hardcore plAyers… NoT Too mANy PeoplE can beaT ThIS, But It Is PosSiBLe.

what mAkeS our gamE more intuiTivE iS that our diffICuLties can be ChaNged on the fly. usuAlly, whEn A gaME gets DifFiculT, it allOWs you tO change thE dIFficulTY to a lowER OnE, but It’s stuck there for tHE dURation of the gamE. If SteAmWOrLD heiSt hAs a mission ThAt you FInd diffICuLT, YOu cAN scale it down a Notch to make IT thRough, aNd TheN Bring iT back Up TO noRmal because ThinGs happen! THe reveRSe also hOLds true. if you’rE blAstIng tHRoUgH thE gAMe aND wAnt A Bit Of an extrA cHaLlengE, you CAN ALso rAmp ThinGs up.

BRandon: With a loT of ThesE MecHanicS, they Seem LiKe theY’re verY poliShEd up and had a lot oF timE put into tHem. hoW doEs Game tESting aNd bUg fIxing woRk at ImaGE anD FORM?

brJánn: Game testing at IMaGE AnD Form invOlves oUR tEaM Just replAyIng The gAME consTantLY. FOr a perioD of sevERaL mOnths I hAd Eyes beHiNd tHe sCreen, IN a waY, and it Just was a Lot of COnstant play thrOUghs… which is inCReDIBlY TediOus, But I loved it. i lovED it aNd I fELt ThaT This wAs somEtHInG That I had to keep doing. we Don’t waNt to rElease a buggy pRoduct on an INITial releAse, aND wE Wanted to do this Right.

brandon: So, wHAt’s next fOr thiS group of Robots and FOR the franChiSe aS a wHolE? hOw Do you guys top tHE SuccEsS of a preVioUsly sucCesSfuL tiTle?

brJánn: I’m goiNg to backTrAcK a LiTtlE bit bECause thiS gOes BaCk tO SteaMWorld DIg. WheN we rElEaSEd tHis titlE, We HAD no iDeA wHethEr oR nOt thiS titLE waS going tO be succesSfuL. therE wAsN’t a greaT way for us to chEcK on its statUs And Sales bACK then as sAles numbers were surprisiNGly diffIcuLt to cOme bY. There wasN’t a Means tO seE If the tItle waS amazInG or MEDiocrE FOr Us, sAlEs wise. And wE PUt a Ton of MoNey iNto the gAme, which was a bit of a RIsk Because it’s terRifYing IF A cOst-HEaVY gaMe TAnkS. tHere would have beEn nowhere eLsE FoR us to go.

LucKIly FoR us, we maDe a bit mOre moNEy than wE put in due To the succEsS of tHE TitLe. We did havE measureS in place
 the average player… and t hen it goe s all  th e w ay  tothebiggest diffic u ltywhich is geared toward s the  m o st h a rd coreplayers …  n o t  to oma nype o pl e can  be at this , but it i s p os sible.

What ma kes our ga memore intuiti veis tha tour diffi cul tiescan be change d on thefl y . Usua l ly, whe n agame  gets difficult,i ta llows you to c hangeth e  d i f fic ult y to a low er  one, but it’ s  s t u c k t h ere for the d uration oft hegame.If  St e amworl d Hei st has  a missionthat  you find  diffi c ult, yo u  can sc ale it  do wna no t ch  t o m ak e  it th rou g h,and then  b ri ng it  bac k u p  tonor malbecau se things hap pen ! Th e  re verse  also  hol ds  true . If y ou’re  b lasting through  the  game and  wa nt  abi t ofa n extr a c hal lenge,you can als or a m pthings up.

Brando n: W it h a lotof the s eme c hanics,th eyseem l ike t hey’ r every pol ishedu pan d had a  l ot ofti meput  into them . Howdoes gam e tes t ing and bug fi x ing work at I m ag e an d  For m?
Brjánn: Ga me t e stin g at Im age and F orm i nv o lv e s our team just rep la ying t he ga me constantly . For a pe r i o d of sev eral mo n ths I had eyes  behi nd the scr e en, in a  way,  and itjust wasa lot of c ons tan t p lay t hr oughs… whichi s  inc re dibly t edi ous, bu t I  lo ved  it .I loved i t and Ife lt  t ha t t his w a s someth in g t ha t I  hadt o keep  doin g. W edo n ’twant to re l e aseabu ggypro du ct on  ani nit ial rel ease, and  we want ed  t o do th is right.

Br an don: So, w ha t’s  nextf o r this g roup of robots and fort he fran chi se as  a w hole? How  do  you g uys top th e succ ess o fa p r e vious l y  s ucc es sful title ? 
Br jánn:  I ’m g oing to  backtrack a littl e  bi t because thi s g oesb a ck  to St e amw or l d D i g . When we relea sed this t it l e,  we had no ide awhether  or not  this title w as goingto be suc ce ssfu l .  Th ere wasn’t  a great  way foru s toc he ck on  it s stat us  an d sal es bac k  th en as  sales  n umbers  were  s urprisin gly difficult to come b y. The re wa sn’ t a means  to see  if the t itle  was amazi ngormedio cre for u s, s a le s w i se. A nd w e  put a to n  o f m o n ey  into the g a m e , w hichwas a bitof a  risk because it’ s  terrifying if  a c o s t-h eav y  gam etanks. There w oul dh a ve beenno where elsefor us t og o.

L uckily  for u s, we m a d ea  bit m oremon ey than w e p ut in dueto  t h e succ essof  the t itle.W e di d have measures in  plac e 
 the_average player…_and then it goes_all the_way_to the_biggest_difficulty which is_geared towards the_most hardcore players… not_too many people_can_beat this, but it is possible.

What makes our game more intuitive is that our_difficulties_can be_changed_on_the fly. Usually, when a_game gets difficult, it allows_you to_change the difficulty to a lower one, but_it’s_stuck there for_the duration of the game. If Steamworld Heist has_a mission that you find difficult,_you can scale_it_down_a notch to make_it through, and then bring it_back up to normal because things_happen! The reverse also holds true. If_you’re blasting through the game and_want a bit of an_extra challenge,_you can also ramp things_up.

Brandon: With a_lot of_these mechanics, they_seem like they’re very polished up_and had a_lot of time put into them._How_does game testing_and_bug_fixing work_at Image and_Form?

Brjánn:_Game testing_at_Image and Form involves our team_just_replaying the game constantly. For a period_of several months I_had_eyes behind the screen,_in a way, and it_just was a lot of constant_play throughs…_which is_incredibly tedious, but I loved it. I loved it and I_felt that this was something that_I had to keep_doing. We_don’t_want to release_a_buggy product_on an initial release, and we wanted_to do_this right.

Brandon: So, what’s next for_this group of robots_and_for the franchise as a whole?_How do you guys top the_success of a previously successful_title?

Brjánn:_I’m_going to backtrack a little_bit because this goes back to_Steamworld Dig. When_we released this title, we had no_idea_whether or not this title was_going_to be successful. There wasn’t a_great_way_for us to check on_its status and sales back then_as sales numbers were surprisingly difficult to come by._There wasn’t a_means to see if the_title_was_amazing or mediocre for us, sales wise. And we put_a ton_of money into_the game, which was a bit of a risk because_it’s terrifying if a cost-heavy game tanks._There would have been nowhere else for us to go.

Luckily for_us, we made a bit more money than_we put in due to the success_of the title. We_did_have measures in place