Also this post is probably *so* riddled with typos but I can't even see them because I am tired beyond human comprehension and I need to go sleep for a thousand days straight.
Posts by Nels Anderson
All games hate being made, but this one especially did. And the fact that it does now anyway, despite it fighting tooth and nail not to at every step, is a testament to the incredible skill of all of these people and something for which I'll never be able to sufficiently express my gratitude.
Making this game was - without question and by a wide god damn margin - the most difficult thing I have ever done. But without all these people here, it would have simply been impossible.
So many local and distant friends and peers offered their wisdom, support, kindness and presence when it was needed most.
Our first trailer was by Derek (bsky.app/profile/dere...) and it was the first anyone knew the game existed.
Dana (www.spokeandwheelstrategy.com) offered so much brilliant market advice.
Suzanne (bsky.app/profile/indi...) did our trailer for Next Fest, the first time the public played the game.
So many other people helped wrest this game into existence.
Darcy (bsky.app/profile/darc...) did so many misc illustrations as needed, including many of the above!
Zach, Betty, Lucy and Thom all helped out in smaller stints we wish could have been longer.
And that dynamic music, plus every other sound effect in the game, was crafted by Cole (bsky.app/profile/rawp...) of Power Up Audio. Every crunch, every swift, every little click is pitch perfect- literally and proverbially.
The legend Ben Prunty himself (bsky.app/profile/benp...) composed the game's soundtrack and it is *incredible.* Over an hour and a half of music and in particular, the way the multi-layered tracks seamless shift when switching between biomes in-game is gold.
benprunty.bandcamp.com/album/genera...
Curtis joined us near the game's last mile with a mountain of crucial engineering support and without which, the game would have run at like 12 fps and never been able to save which, ya'know, ain't exactly great qualities for a video game to have.
Karla (bsky.app/profile/coal...) did so much of just... everything, grabbing lines untethered and pulling it all back to the centre as much as possible. No knot of Gordian unserved, much to the tremendous benefit of the game's final form!
Marri's (bsky.app/profile/marr...) writing brought so much personality and life to the game, and was essentially in helping draw out so many of the key themes we wanted to highlight in the game.
Niamh is without question the kindest person I have ever had the honour of working alongside. Her leadership and organisation truly saved us on more occasions that I can count and under circumstances that certainly no one ever be asked to rise to. Genuinely, one of the finest humans I have ever met.
Ginda was originally supposed to just be animating the people, but she refused to be confined to such narrow a station and also designed the game's entire UI, implemented tons of it and picked a thousand other things that simply Had To Get Done. A titan without peer.
Tarik (also smart enough not to use these bad websites) crafted every *human* 3D thing in the game and the task of assembling an entire multi-generation starship's worth of human face pieces that could be slotted together in nearly limitless combinations is an *unhinged* task and yet, he crushed it.
Steve (smart enough to not use social media) was the other primary code slinger on Generation Exile and without his ever-present positivity and dynamism we would have had a much poorer game and been a way less joyous team.
Matt (bsky.app/profile/matt...) not only led programming on the game and built so, so many systems but his fondness and fluency with city-builders and management games was invaluable in getting the game's rather... unconventional design into an actually coherent form.
Pier-Olivier (bsky.app/profile/pode...) spent more time on this project than anyone aside from myself and literally every single non-human 3D thing you see in the game was crafted by his own hands. The game is gorgeous and it's P-O that made it that way.
At some point, I'll probably talk about the... everything that was my relationship with making this thing but today, the most important thing for me is every single person who helped lash this thing 'round with woven rope and drag it into existence.
After a length of development that - if I truly, deeply thought about it, I would instantly go insane as if I'd opened some Lovecraftian skin-bound tome - our narrative city-builder Generation Exile has launched out of Early Access into full 1.0 today!
store.steampowered.com/app/2963240/...
Truly. The LAYERS. It's a god damn masterpiece.
The "Oh nooo, toilet" being the only human speech in this entire thing is, in fact, perfection
Sen's Fortress but give it toilets
(this looks rad as hell though, do it)
I just checked and one of our saves files in 18MB. Kill me dead.
Vancouver Game Garden Exhibitor Submissions Open (Application Deadline April 19, 2026) June 13 + 14, 2026 at Roundhouse Community Centre
Vancouver Game Garden is just around the corner with a fresh new spring date!! ๐ฎ๐
This year's showcase of local indie games & video game art returns to the Roundhouse Community Centre on June 13 + 14, 2026! โจ
Interested in showcasing your game demo or art? Apply here: vangamegarden.com/exhibitors
HAPPY ELON REJECTED FROM BERGHAIN DAY TO ALL WHO CELEBRATE!
Have you been waiting for me to upload my slides for my talk at GDC, 'Pacific Drive' Under the Hood: Survival Fundamentals, Systems Design and Speeding Past Tropes? Well, here they are!
Quick little thread ๐งต because a bit more context than fits in this post is needed... Download links below โฌ๏ธ
Yayyyyy, thanks :D
First encounter basically anyone had was the trailer you made! Thanks so much for being there at the very beginning buddy, excited to get it fully out there :D
Yay, thanks buddy!