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132 lines
11 KiB
Plaintext
132 lines
11 KiB
Plaintext
Episode: 1428
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Title: HPR1428: Coffee Stain Studios and the Sanctum games
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr1428/hpr1428.mp3
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Transcribed: 2025-10-18 02:10:11
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---
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Have you heard of the sanctum games? No? Then this is a treat for you.
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Listen to Armin from Kovistane Studios on today's episode of Hacker Public Radio.
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In 2010, a few students from the University of HIFT created the Indigame Developing Company
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Kovistane Studios. In 2011, they released a game, Sanctum, on Steam, and in May of 2013,
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they released Sanctum 2. These games are most often described as a mix between first-person
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shooter and tower defence. You find yourself in a futuristic setting, fighting aliens with
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a fair bit of humour. The player chooses how much resources to distribute on automatic
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towers or his or her own weapons. Both games featured the possibility to collaborate
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with your friends to beat the levels.
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One of the founders, Armin Ibrisagic, was at DreamHack in November 2013, where I got a chance
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to talk to him. What is DreamHack, you ask? Well, it's only the world's largest computer
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festival held multiple times a year in junshurping Sweden. According to Wikipedia, it holds the
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world record, as recognised by the Guinness Booker Records and Twin Galaxies, for the world's
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largest land party and computer festival, and has held the record for the world's fastest
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internet connection and the record in most generated traffic.
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And I also got an interview with one of the organisers of DreamHack, but that you will
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hear another day. Today we focus on Sanctum and how the market looks for smaller game developers.
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People to DreamHack winter 2013, where I've just caught Armin coming from one of his speaking
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engagements.
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My name is Armin Ibrisagic, I work as a game designer and PR manager at Coffee St Studios,
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and I just talked a little about the game industry.
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And what are you best known for in the game industry?
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Me or Coffee St Studios? Well, we're both best known for the Sanctum games, of course.
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If you don't have Sanctum on Steam, you should definitely buy it.
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Yeah, and I concur, it's two great games, absolutely.
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How long have they been in development? When did the Sanctum saga start?
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The Sanctum saga started when we graduated college, where we just studied game development,
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and we figured we wanted to make a game. So we played a lot of different tardifense games,
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but we felt that you only have fun half of the game. So we thought that if we give the
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player a gun, throw the player inside all the action and let him shoot stuff. That's
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where it started. It took us nine months to finish Sanctum 1, and our lives changed forever.
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Usually when you create something that you think is new, people pop up from the woodworks
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and say, well, that's been done, actually. Have you experienced that?
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No, we were very lucky to be the first FPS tower defense hybrid game in history, and that's
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probably why we managed to do so well on Steam. How well have you done?
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Sanctum 1 has sold over 700,000 copies, so it's been really great for us.
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We recently released Sanctum 2 this summer, and it's been doing about twice as good. So
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it's great for us. And in Sanctum 2, what was there to improve on, actually?
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Well, when we released Sanctum 1, we sold really well, but we still kind of felt bad, because
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the game only had like three levels. It had two or three different weapons. It was really
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small. So we patched up Sanctum 1 a long time. We listened to player feedback, and then when
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we sat down and designed Sanctum 2, we rebuilt the game entirely from scratch, but we added
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all the things that players have asked for in Sanctum 1, that our old game could never support,
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like multiple different classes. We had four player co-op on day one. We had to patch in
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four player co-op in Sanctum 1. It was pretty buggy even then. So there was a lot of new stuff,
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and of course, new guns, new towers, new everything.
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What's the technology behind it? What do you use?
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We use Unreal Engine. We're really lucky that we have very good relations with Epic.
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They've been helping us so much, and we're really thankful. So it's really helped.
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The Unreal Engine has helped us so much in making the game look good.
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What's the next step?
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Right now, we're actually in the most exciting process that we've ever been in. We're basically sitting
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at the office and making up new stuff. We're making up new games, where everyone has a chance to
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pitch their own game to the studio, and at the end, we're going to vote for the game that we want
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to develop the most. And it's going to be a totally different IP, new everything. It's not going to
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be Sanctum at all. Will there ever be a Sanctum 3? I don't know. Maybe.
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We'll see. When there's something new to give to the IP?
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Yeah, definitely. Right now, we feel we're really satisfied with Sanctum 2.
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If there's a Sanctum 3, then maybe after a game or two. Because right now, we've worked with Sanctum
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franchise for like four years. So we're really looking forward to making something new.
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What kind of involvement do you have with your fans? How do you interact with the people
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playing your games? It's actually a pretty interesting story. When we released Sanctum 2,
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we had a lot of players that were disappointed with some of the changes we made. And it was a
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little bit of a sidestep for us. We felt that and we listened to them and we were like, yeah,
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well, maybe you're right. So we did a patch after two days, so we changed almost everything the
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players were complaining. Because we really have no marketing budget. We're not a AAA studio,
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so we rely completely on our fans to spread the word about our game. And that means that we have
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to be best friends with our fans. So that's something we strive for all the time.
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You created for Sanctum 1, I believe, a special game mode with the Yogs cost?
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Yeah, we did. Yogs cost has actually helped us so much as well. They did a let's play video
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Sanctum 1. I got like two million views or something. It's totally ridiculous. They paid
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our salary for months. So we felt that, of course, we have to give them a job of cake still see.
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And that's where I found out about the games. So I'm thankful to them as well, of course.
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But I've had a bit of problem, a bad luck with running this on my operating system since I run
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Linux. What can you do about that? We're actually working on Linux port. I don't know if I'm
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supposed to say that. Because if something would go wrong, then I don't want to like promise people
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that it's going to be a Linux support. But we're working on it right now, mainly because of
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the humble bundle. If it wasn't for the humble bundle, we probably wouldn't have worked at
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Linux. So you have the humble bundle, so you thank for that.
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And it's interesting. You're really mentioning the things that makes a great difference for
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indie developers. How do you view the new game consoles, which also have something of an idea
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that it would be easier for indie developers to release games, both the PlayStation 4 and the
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Xbox One? I think that is awesome. I've heard from Microsoft that the Xbox One is actually going
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to be, you can turn it into a development kit at home. So you can actually develop games
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at the Xbox One if you own an Xbox One, which is really great. Because right now, if you want
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want to develop games for Xbox, you need to order special Xboxes from Microsoft. So I think
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they're really great that they're focusing on indie developers. And I hope that will
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will sometime work for porting our games to the new consoles as well. Right now, we're only looking at
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PC, but it's definitely possible. Are you looking at any other consoles and hills, perhaps?
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I myself personally am really looking forward to Valve's Steam Box. It looks really great,
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but other than that, no, it would be awesome to have Sangdom 2 on Nintendo DS or something,
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but I know that's never gonna happen. What's the idea for the future of Sangdom 1?
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Now that you released number two, are you just going to let that sit and rot on the shelf,
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or do you have plans for the old game? That totally depends on what our players want. If there's
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demand for new stuff for Sangdom 1, then absolutely. But so far, most players have been transferred
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for Sangdom 1 to Sangdom 2. So right now, we're looking at more Sangdom 2 support.
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All right, so let's round this interview up. And if you have something you want to plug,
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if you have an URL that you want to send the listeners to, or perhaps something you would like to share
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with them at the end of this interview, what would that be? Well, if you haven't played Sangdom,
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you should really just Google... Well, no, don't Google the Sangdom game, because if you Google
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Sangdom, you get to some really bad David Cameron movie. It's terrible. And they release like
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the same time as us. It's ridiculous. But if you want to follow me on Twitter, then that will be
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definitely awesome. Type in Armin Posts at Twitter, and you can read my good tweets. I got good tweets.
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Wonderful. Thank you very much. Thank you. It was awesome to be here.
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And that's our indie developer report for today. The globalization of the world through internet
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and social media really makes it possible for indie game studios that is independent from
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the larger companies to create truly unique games. Armin mentioned Humblebondle,
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an initiative to primarily offer DRM-free games for both Mac, Windows, and Linux,
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giving the buyer a choice of how the money should be spent. You pay what you want,
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and give it to charity, the game developer, or the Humblebondle organization.
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In the show notes, you will find all the references mentioned. Go and follow Armin on Twitter,
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and perhaps tell him how much we would appreciate if they continued working on the Linux version of
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Sangdom too, just so that they hopefully do not abandon that line of thought. And watch the
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Yogs costs play through of the games, or perhaps go to Steam and buy them yourself.
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All the references you need will be in the show notes as usual. This is CT, signing off.
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