You can download the mp3 of the podcast, play it in the embedded player below, or you can follow us on iTunes.
- James and Jason's roles in the game production, from early concepts to shipping
- Initial inspirations from Syndicate, X-COM, Netrunner and building from Klei's previous title Mark of the Ninja
- How the game is properly stealth-focused, with minimal combat, unlike many games where stealth is a sub-par option
- In-depth discussion of how the procedural generator creates and populates the levels with objectives and challenges
- Generating interesting challenge and variety with procedural content
- Information as a resource and the wealth of information provided to the player to inform their decisions
- The slick art style, story and sound design, and the official Roguelike Radio Award for Best Voice Acting in a Roguelike(y) Game (is there any competition)
- Low degrees of randomness in the game
- The increasing alarm system, based on the roguelike 'hunger clock'
- Push your luck mechanics, and inspiration from 868-HACK
- The game design challenge of players recovering from stealth failures, and the game's repeat turn feature
- Internalising save scumming with similar functioned optional mechanics
- Single agent play for a more traditional roguelike feel
- The upcoming expansion (which has now been out for a while already! Curse our slow editing time...)