March 27, 2023 ryanjuckett No comments

INVERSUS: Sixish Years of Sales

Back in fall of 2018 I posted a breakdown of the first two years of INVERSUS sales that you can see here. It’s now spring of 2023, and while at GDC last week I had a few discussions with people about indie game business that touched on INVERSUS. In my mind, it was still doing […]

October 18, 2018 ryanjuckett 5 comments

INVERSUS: Two Years Of Sales

I’ve always made time for reading postmortems about sales. They were useful when I first considered going indie and are still useful today with over two years of selling INVERSUS behind me. Whenever peers ask how the game did (or is still doing), I find it hard to frame the answer. INVERSUS is not an […]

May 23, 2018 ryanjuckett One comment

Additional Thoughts on Skill Ratings

I suspect I’d get significant value from writing about systems earlier in their development because breaking a system down in words often leads to new insights. Over the past week I’ve been thinking about my recent post on how online skill ranking works in INVERSUS Deluxe. If you haven’t read it or aren’t deeply familiar with […]

May 15, 2018 ryanjuckett 6 comments

The Online Skill Ranking of INVERSUS Deluxe

Online skill ranking was one of the big features added to the Deluxe edition of INVERSUS and building it was uncharted territory on my part. It required a bunch of learning and is one of the systems players ask about the most so I’d like to share some behind the scenes details regarding how it […]

January 3, 2018 ryanjuckett One comment

Hyperbot: Making a Discord bot for INVERSUS

The official INVERSUS Discord server (found at discord.gg/inversus) has grown to house an active community of both veteran and new players. Creating the community was my first introduction to Discord and I quickly came to see the advantages of having a bot to help automate common questions and needs. I first searched for an existing […]

December 19, 2017 ryanjuckett No comments

Improving the Font Pipeline

This post will be a bit different than my normal technical posts. Rather than covering a successful finished system, this will be a glimpse into the process of (hopefully) getting to that point in the future. With INVERSUS finally out on all platforms, I can clean up some of the engine’s rough edges, and one […]

October 5, 2017 ryanjuckett No comments

The Complexity of Simplicity: Rendering INVERSUS Deluxe

When discussing the visual style of INVERSUS, there has always been an amusing contrast between the random YouTube comment saying that “this could run on an Atari” and the periodic questions asking how I’m actually managing to draw what is happening on screen. We’re going to take a detailed walk through how INVERSUS Deluxe composes […]

September 21, 2017 ryanjuckett No comments

INVERSUS Newsletter – September 20, 2017

More news means it’s time for a new edition of the INVERSUS Newsletter! Launch Schedule Let’s get straight to it. INVERSUS Deluxe is launching on Nintendo Switch™ on September 28th and Xbox One on October 4th! As you may recall, all of the current players on PlayStation 4 and Steam will be getting access to INVERSUS Deluxe as […]

August 9, 2017 ryanjuckett No comments

INVERSUS Newsletter – August 9, 2017

It’s time for another edition of the INVERSUS Newsletter! INVERSUS just got a whole lot bigger and it’s headed to Nintendo Switch™ this fall! INVERSUS Deluxe Last time we talked, I was working away on the 1.5 update. Then I started adding more content. Then I decided to add some more new features. I certainly […]

December 6, 2016 ryanjuckett 7 comments

Rollback Networking in INVERSUS

INVERSUS is a fast-paced shared-screen multiplayer game for up to four players. It is the type of game that would traditionally be local-multiplayer, and for a long time I thought latency issues would make it a poor candidate for online. Late in development, I committed to adding online support with the mindset that a “playable but inferior” […]