The Next World is one month old today! The growing pains are past, bug reports have become virtually nil, and this all deserves a celebration. So with great fanfare we are now releasing the official TNW soundtrack!
All music from the game is included in this album by our fantastic composers, Steve Barnes and Nicolas Lee. All credit goes to them for making TNW sound amazing. And now you can enjoy their fine work in the comfort of your own MP3-playing device. You couldn't ask for more!
...Well, you could, but you shouldn't.
Thanks for reading, thanks for playing, and -- from all of us at Illuminated Games -- thanks for listening.
- Ryan & The Team
Link:
http://store.steampowered.com/app/461020
The Next World -- Released!
Red dust flutters in the dry, desultory breeze. The wreckage of the starship Exodus lies scattered across miles of empty ground. The broken pieces of what was supposed to be your home. There's no air and no life but what you bring with you.
The deck is stacked against you. But when has that ever stopped you before?
This planet will challenge you. Now rise to meet it. Build a home. Rally your people. Survive, at any cost.
The Next World awaits.
The Story of TNW
The seed that would become Next World began, when one young teenager went out on a limb and pulled an old PC game called Outpost 2 out of a bargain bin. It was an underrated, unexpectedly literary gem of real-time strategy, which sparked a lifelong love of colony stories.
In the years that followed, the concept developed in fits and starts. It briefly flourished as a potential comic in 2006, with some art and scripts drawn up, but never got beyond the preliminary stages and was soon buried again. Until that teenager became a game developer and decided to revive an almost-forgotten idea from 15 years ago.
That teenager was me, obviously, and this is the game that I've dreamed of making for well over a decade. After Euclidean came out back in September, and while my compatriots at Alpha Wave were busy completely redeveloping our strategy for our next few games, I decided I wasn't going to wait for that process to shake out. Take destiny into my own hands, all that. Work like a demon to make an amazing, full-featured game at a lightning pace.
I wanted to play to my strengths as a writer, and my love of storytelling in games. I wanted to make it old-school like the games I used to love from my childhood. Outpost 2, and Dune, and King of Dragon Pass, and others besides. I especially wanted to make it in beautiful 2d. 3d games are great, but I grew up with 256 colours, and my fondest memories will always be sprite-based.
A visual novel was the natural choice. Working 16-hour days for 6 months was what it took. That, and learning to program in Ren'Py from scratch. I managed to attract an amazing team of visual and sound artists who deserve all credit for their hard work - Savannah, Anastasia, Sydney, Salvatore, Kia, Steve, Kolby and Nicolas.
Now here we are, and I'm really proud of what we've achieved. But that's not the point. The point is, it was made for you, and you'll have to tell us if we've done it well enough.