Headspun cover
Headspun screenshot
PC PS4 XONE Switch Steam
Genre: Role-playing (RPG), Adventure, Indie

Headspun

#6 | Headspun Release; a schedule update with new publishers Wales Interactive

You might be wondering why Headspun has taken a little longer than expected to launch and I'm here to reveal all. I'm pleased to announce that Wales Interactive is collaborating with Superstring to bring Headspun to PC, Mac, PlayStation 4, Xbox One and Nintendo Switch under the Wales Interactive games label. So we've put in some extra dev time to port the game on all platforms as well as some optimisations that cover full controller support and support for multi-language subtitles.

The list of languages is unconfirmed right now but comment below and let us know what language you would like to see featured in the game!

We're excited to be working alongside Jamin at Superstring to bring this game to Steam and console platforms. If anyone has been following our Publisher collection then you'll know we have a soft spot for story-rich games, especially those featuring FMV (full motion video).

We're on track for a release on all platforms this summer and we will be announcing the date very soon.

Also, we will be hosting a game giveaway very soon for those who have added the game to their Steam Wishlist.

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If you haven't seen it already, here's the new trailer. Let us know what you think in the comments below.

Wales Interactive

https://youtu.be/jifwXmv6kVA

#5 | Headspun: Dazed Edition - OUT NOW

Yo! We've recently released the Headspun: Dazed Edition exclusively on itch! This is a chance to check out the game and get involved with the project ahead of full launch later this year.



Headspun: Dazed Edition is an early access version of the game. If you're looking for a final, slick game experience and want to experience the story in its finished form - please wait for the full release here on Steam. If you're happy getting stuck into something unfinished and would like to involve yourself in the remainder of development - the Dazed Edition might be for you.

Anybody that purchases the DRM-free Dazed Edition will also be upgraded to a key for the final game when the full release rolls around later next month. This is a chance to check out the game in a slightly earlier state, as we put those final few bits and bobs into the game, fix any bugs, and polish all the way until release.

Superstring is a one-man band, and Headspun is releasing early in the form of the Dazed Edition to catch bugs and optimise in a way simply not possible with one PC and one pair of eyes.

Fair warning: there are bugs, there is content that still needs to be populated, and it *may* break on you. Sorry! We'll be patching and uploading new builds as often as we're able, however - so bear with us and we'll get that problem of yours fixed.

We're all ears for bugs and feedback, of course: support@superstring.studio

Anybody who sends through a bug or meaningful piece of feedback will be added to the credit-list for the final game, too, alongside our eternal gratitude.

Any question, just shout.

Jamin

#4 | An Insight into Headspun's Synthwave OST



Complementing Headspun's themes and world design is an original soundtrack to gel everything together and create a unique atmosphere. Cortex is brought to life with a synthwave soundtrack composed by Soho Loop - a synth outfit from Birmingham UK. 

Here's Soho Loop's Steve Willey with an in depth insight into the game's soundtrack. 

"When I was first approached about the soundtrack, the early artwork and conversations showed that the game needed to take on a neon and synth vibe. Jamin had been working with placeholder Synthwave tracks in development and it was clearly well suited to the game. Early discussions centred around tracks from the likes of Magic Sword, Carpenter Brut and Meteor and how they could work in this world. Certain aspects of this genre grabbed me immediately – the epic and space fuelled synth pads and the catchy nature of the synth lead riffs are obvious features of the style but I started to connect them with particular aspects of the narrative.

The epic space-fuelled synths were perfect for exploring the confusion that Theo/Ted are suddenly confronted with. This also opened up further influences from other producers such as Eno and perhaps more traditional spatial composers, who use the movement of sound in larger spaces that produce the feeling of an almost outer body experience (An Ending by Eno is perhaps a good example of this). Whilst you play the character of Ted within the Cortex, you still want to feel some connection with Theo so this idea of an outer body experience was prevalent whilst working on ideas..




The Synthwave elements connect with the art style and ensure a cohesive world is created however it’s through the merging of other genres such as Hip Hop, elements of funk and perhaps more jazz fuelled elements at times that solidify and additional depth and individual identity for the world within the game. The trippy and irregular Hip Hop beats have enabled us to introduce an unsettled environment. We can then heighten or lower the tension through the irregularity in the music. This can be heard in the Overworld theme (Clip on Soundcloud). This approach has proved to be something that is continually developed throughout the game and allows us to plan for how the music heightens the narrative throughout the game, not just from track to track.

Relatively early into the project, it became apparent that involving Soho Loop would be of huge benefit to the project. Soho Loop were originally set up to experiment and further develop the musical ideas of both myself and others in the band, that wouldn’t necessarily fit into the standard boxes of the projects we were working on. With a good background in merging the likes of Hip Hop and Synth music, it seemed the ideal pairing. As tracks have been created, it’s been a case of working on them further within the band and looking for more opportunities for organic development. The results have been pretty awesome and we can’t wait to share the final results with everyone." 


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We'll be putting out the OST alongside the game itself when it launches later this year, and can't wait to share it with you in its entirety.

Until next time, then!

Jamin

#3 | Become the CEO of Cortex; a look at Headspun's Staff System

Headspun casts you in the role of a Company Director - the CEO of Cortex; the world of Theo's brain. It's your job to restore the company to its former glory after Theo suffers an accident, but doing this alone is not an option. You'll need to assemble a team. It's a game about management. Resource allocation. Delegation.

As such, you'll use company earnings - Neurocredits - to hire from a roster of potential employees, and build a team capable of returning Cortex to the prosperous, thriving company it once was. Each member of staff contributes to the overall success of the company, and helps raise Theo's overall brainpower.

Once hired, your employees will carry out tasks based on your orders. You can instruct them to repair damaged areas of Cortex, for example, or assign them to various departments to improve specific areas of the company. As we talked about in our last update, you'll actively rebuild Cortex over the course of the game, and witness your company grow as your team carry out your requests.



Not only this, each member of Staff represents a facet of Theo's character. A personality isn't a set, concrete thing - it has different sides, with different traits surfacing under different situations. The staff of Cortex reflect this multitude of characteristics, and - when they're off duty - you'll be able to interact with each and get a feel for what they're all about.

Hopefully that gives you a better idea of the role staff play in Headspun, but ultiamtely the buck stops with you.

#2 | Rebuilding Cortex; a closer look at the features of Headspun

Hullo,

Hope everybody had a smashing Easter. Some good news from Superstring: Headspun has now - kinda-sorta-unofficially - hit its alpha milestone!

The last placeholder game-asset was swapped out over the weekend, and the game is now playable from start to finish - which means the game is *technically* content complete. There's still a lot of work to be done, but Headspun is still on track for release a little later this year - we hope to be able to furnish you with a release date soon.

In the meantime, we were keen to share more insight into what you actually *do* in the game...


A GAME ABOUT RECOVERY



In Headpsun, Theo wakes from a five-week coma, and Cortex - the world of his brain - is in a bit of a state. The game's narrative revolves around his recovery after this accident; of recovering his lost memories and getting better. It's more than just a plot point, however.

On a gameplay level, this means earning resources - Neurocredits (or Neuros) - to commission repairs to the game world. As Ted, the director of Cortex, you can build new rooms which will increase Theo's Cortex Power, and further his recovery. Each room also has various other benefits and features. The R&D Lab, for example, allows you to research new additions and enhancements for the store, which you can then commission. The Reverie Bar, on the other hand, raises your staff's morale, making them happier and more efficient employees.

Theo's recovery will be directly reflected in the environment as you progress in the game.




Hopefully that gives you a little more insight into the game and what Theo's recovery actually means in terms of the game's features. We'll be sharing more very soon.

Until next time, then!

Jamin

#1 | AN INTRO TO HEADSPUN & THE WORLD OF CORTEX

In Professor Steve Peters book - The Chimp Paradox - he outlines a metaphor for two voices we all have in our heads: the Human, and the Chimp.

The Human is the rational, conscious voice, and deals with situations in an intelligent and measured manner. The Human is the voice you like to think is in the driving seat of your life.

The Chimp, on the other hand, is the primal, irrational subconscious. It doesn't care for logic or reason, and acts purely on emotion. It's been conditioned over thousands of years to keep you out of harms way - it cares not for society and the modern rules we live by.

In life, there are often moments where these two voices come into conflict, which can cause stress and turbulence.

Headspun is a game about these voices coming to blows.



After Theo wakes up from a five week coma after an accident, Ted and Teddy - inspired by the Human and Chimp voices respectively - must help Theo recover and put his life back on track. And this is where the game picks up.

We'll have more to share on the game very soon, but until then, please sign up to the Headspun Newswire for early info and updates, and an exclusive Headspun wallpaper pack.

Thanks, and until next time!

Jamin