The Genesis of Trackastrophe!

[p][b]Hello everyone ! We're excited to share with you the first devlog of Trackastrophe ! Here, we’ll be sharing behind-the-scenes stories from development, along with tips, advice, and regular updates on the game.[/b][/p][p][img src="{STEAM_CLAN_IMAGE}/45439802/e2a50aaff353d77f8e8617d881f35fea35e8da65.png"][/img][/p][h3][b]The Genesis of Trackastrophe: the failure of One Bullet and the birth of a wacky train[/b][/h3][p]It all started with our previous project, originally called [b]One Bullet[/b]. We were [i]so[/i] hyped to work on our very first game as [b]Kinoko Studio[/b]! There were four of us. Junior devs fresh out of a game-dev internship, full of dreams so, of course… what was bound to happen happened: the scope was [b]WAY too big[/b]. [/p][h3][b]The Classic Indie Trap: The scope[/b][/h3][p]You know the drill: good ideas, lots of excitement, and… poor organization. Oops![/p][p][/p][p]So we decided to drop One Bullet, or at least put it in a box for later. Even though it felt like a “fail,” we learned a ton during those few months: how to communicate effectively as a team, how to set up a proper pipeline, and what our strengths (and weaknesses) actually were. Honestly, it was a really valuable experience.[/p][h3][b]Okay… But Where Does the Train Come In?[/b][/h3][p]“But what about the train?” I hear you ask. Don’t worry, it’s coming.[/p][p]After pausing One Bullet, we got together and basically said: “Okay, we need a [b]SMALL[/b] project. Something that lets us learn the whole game-dev pipeline… including actually releasing on Steam.” That was the [i]theme[/i] of the meeting (a bit long, I know).[/p][p]What followed was several days of chaotic brainstorming where everyone threw out the most absurd ideas. It was hilarious, and surprisingly freeing. A game that would only take a few months to make? No huge worldbuilding, no complex story, no overcomplicated features. Just simple mechanics and fun. [/p][p]I don’t even remember exactly how we landed on a train, but for some reason we were really into vehicles. Colorful vehicles… and then someone (maybe) yelled “Trains!” and we were like, “Oh hell yeah, trains!”[/p][p]I wanted to give the train a cigarette. They said no. I was sad. Then I tried to add a fish NPC with a cigarette. Also denied. Tragic.[/p][p] [img src="{STEAM_CLAN_IMAGE}/45439802/e2f8ce13617e9fde7dac83fcc36985fdaed52fd1.png"][/img][/p][h3][b]Trackastrophe Is Born[/b][/h3][p]And voilà ! [b]Trackastrophe[/b] was born! We didn’t have any better name ideas (naming is [i]definitely[/i] one of the weaknesses we discovered with One Bullet, lol). A colorful train in a colorful world, and your job is to guide it from point A to point B using movement tiles. Pretty simple, right?[/p][p]Making the [b]vertical slice demo[/b] was super fun and I think we built it in about a month, which is [i]short[/i]! And it actually worked really well. People had a blast playing the demo and trying to solve all the puzzles. Best feeling in the world. Production was going smoothly.[/p][p]In the end, we liked the project so much that we decided to give it a few more months of development but always with clear limits in mind. Honestly, I don’t think we could’ve managed Trackastrophe this well if we hadn’t failed with One Bullet first.[/p][p]That’s your inspiration quote of the day: don’t be afraid to [b]fail[/b]![/p][p]We even got to work with a publisher: [b]Black Smoke Studios[/b], which is incredible. We’re really happy (and proud!) to be working with them for the release of the game. Trackastrophe has grown into a simple, fun game starring a silly little train (still no cigarette though). [img src="{STEAM_CLAN_IMAGE}/45439802/4982ac2fccbf2379e094ec656ac5457bea966c5b.png"][/img][/p][h3][b]Try the Demo[/b][/h3][p]If you’ve read this far… damn. Here’s a kudo. And you [i]have[/i] to try our demo ! You’ll make a small team of juniors very happy![/p][p]Until then, we’ll keep polishing our little game. Stay tuned for more updates![/p][p] [/p][p]Kinoko Studio Lara Social media manager & concept artist[/p]