Axiom Verge OUT NOW on Steam and Humble Store!

Steam:  http://store.steampowered.com/app/332200/
Humble: https://www.humblebundle.com/store/p/axiomverge_storefront

 

Here's the press release:

LAS VEGAS – May 14, 2015 – Tom Happ is proud to announce that Axiom Verge is now available for purchase on Steam and the Humble Store for PC, OSX, and Linux. Axiom Verge is an action-platform-exploration game that's not only created in intricate detail in the style of classics such as Metroid, Contra, and Master Blaster, but uses old-school "glitches" as a gameplay feature. You'll use them to scramble enemies, corrupt environments, and pass through walls into hidden areas in a massive alien world.

New features include Steam Cloud saves, Achievements, Trading Cards, Leaderboards (Global Leaderboards at launch, in-game Leaderboards shortly after), and in-game map reminders. Map reminders will be coming to PlayStation 4 version in an upcoming update.

Watch the Axiom Verge Trailer

With over 900 unique rooms to explore, Axiom Verge is the culmination of five years of art, code, music, and game design all from sole developer Tom Happ. In Axiom Verge, you play as Trace, a scientist who awakes in an alien world after a lab explosion. A voice calls to Trace telepathically for help, his only clue to the strange world in which he finds himself. As Trace works his way toward the voice and beyond, he explores an expansive world of monstrous enemies, power-ups, weapons, bosses, and loads of hidden items.

Axiom Verge is priced at $19.99 / €17.99 and debuted on PlayStation®4 to near universal acclaim. It received 24 separate reviews from major outlets giving it a 9 out of 10 or higher, including Giant Bomb’s Jeff Gerstmann’s first perfect 5 out of 5 score in two years. 

Features: 

  • Explore an expansive non-linear alien world with more than 900 unique, interlocking rooms.
  • Gobs of unique tools and abilities, loads of weapons, and tons of health/power/attribute upgrades.
  • Battle with nearly 70 unique creatures and gigantic screen-filling bosses.
  • "Glitches" now allow you to break past the boundaries of normal gameplay.
  • Speedrun Mode – Play with a streamlined interface and additional features to facilitate speedrunning.
  • Supports Steam Cloud saves, Achievements, Trading Cards, Leaderboards (Global Leaderboards at launch, in-game Leaderboards shortly after), and in-game map reminders.
  • Available now for PC, OSX, Linux, and PlayStation 4. Planned PlayStation Vita release (cross-buy supported with PlayStation 4).

 

Axiom Verge Releases for Steam on May 14th!!

"After achieving top marks on the PlayStation 4, the PC release will be available on Steam and the Humble Store on Thursday, May 14th. Axiom Verge is an action-platform-exploration game in the tradition of classics like Metroid, Contra, and Blaster Master. In addition to new PC features like Steam Cloud saves and Trading Cards, it boasts over 900 screens in a massive alien world, monstrous enemies, bosses, and power-ups."

Here's the full press release: 

http://www.gamasutra.com/view/pressreleases/241675/Axiom_Verge_Announces_May_14th_Release_on_PC_Steam_Humble_Bundle__PlayStation_Vita_to_Follow.php

Axiom Verge PS4 Theme Available Now!

The theme features a slideshow of up-scaled game stills that cycle in a slideshow.  The background music is a downtempo remix of Eribu theme (you can disable the music in your system settings if it's not to your liking).  The icons have been redone in a pixelated style.  You can get it for $1.99, here:

https://store.playstation.com/#!/en-us/games/themes/axiom-verge-theme/cid=UP2149-CUSA01230_00-AV001THEME001PS4

Here are some more screens just to give you an idea:


Max

It's been a surreal couple of weeks following launch.  Axiom Verge has exceeded my wildest dreams and become a critical and financial success, and I'm ever so appreciative of all of its fans and all of its acclaim.  But's been almost like watching this in a documentary of someone else's life.  I don't feel like this is real, or that I'm really here experiencing it.

Because all I can think of is Max.

I adopted Max about four months before Axiom Verge was even a twinkle in my eye.  I'd always wanted a dog, and I'd felt I could finally provide one the life it deserved.  When I met Max at the dog rescue I could tell right off the bat that he was something special; after having been introduced to several other dogs, I asked the lady working there if they had any dog that was especially kind and loving.  "Droopy loves everyone," she explained as she brought me to his cage (they had named him "Droopy" due to an eye condition where his eyelids drooped - this was later fixed through surgery). As I walked him out, it felt like he already knew I was his future doggy daddy, as if knowing that we were to be companions until the end.

I took Max everywhere.  He'd spent the first three years of his life living in god knows what kind of conditions as well as in the dirt pen of the rescue, so I wanted him to see as much of the world I could show him.  Most people think that Las Vegas is just a strip of hotels but actually it's surrounded by beautiful mountains and canyons, so that's where we spent most of our time.

Lap desk + dog = coding bliss.

But even when we weren't out exploring, he was always by my side, watching me work on the house or on computer.  He's the sort of dog who wouldn't go running even if you left the front door open for him. He loved to snuggle next to me on the couch as I programmed AV.  He understood me without me having to teach him.  "Over here, Max!"  "Out of the way, Max!" "Stay close, Max!"  Overall he seemed curious about whatever I was doing, regardless of what it was.

A family at last.

But I knew that Max had always wanted a family. Eventually I was able to give him that, when my fiance (and now wife) Chloe came to live with us.  I think the best part for Max was finally having companionship at all times, even when I was at work at Petroglyph.

Unfortunately it was around this time that Max developed cancer.  He had three malignant tumors develop at the same time, each of a different type.  Between surgery and radiation treatment, I ended up having to sell my car (spoils from the days of extravagant EA bonuses) to pay the bills.

Max's get well card commanding him to heal.

Dogs win over cars every day of the week.

Max on the day he was declared cancer-free.

He had to spend about a month in Carlsbad, CA for radiation treatment. We drove from Las Vegas every weekend to visit; they let us take him to our Motel 6 room overnight.

A lot of people were telling us that you can't beat cancer - that it would be kinder to euthanize Max - but, miraculously, he pulled through.  There was never again any sign of cancer in his body, just patches of white fur where he'd been irradiated.

And that's when we received the pub fund offer.  I was ever so close to experiencing the dream where I could spend every day with Chloe and Max. And, soon, a little Happ, too.  Chloe was expecting.  I could show them all the world.

Max was never far.

March 28th 2015, three days before launch, began like any other day.  Max woke us up to be fed, I went upstairs to my office to work.  But as we ate breakfast it became apparent something was wrong.  Max was hanging his head low and not looking us in the eye.  I went over to check him for injuries, and his belly felt hard.  I called the vet immediately; she said to take him to the emergency room.

It turns out Max had something called Gastric Dilation and Volvulus Syndrome.  It's a condition that can happen to large-chested dogs that ingest too much food or water or have too much activity after eating.  We think Max probably drank too much; he was always aggressive at his water bowl.  Luckily, the surgeon told us we'd caught it soon enough that the tissues were still healthy; he was able to undo the damage.  Max was going to make it.

I was in good spirits.  Max was going to be okay - he'd beaten cancer, after all. And the game was getting tons of media attention.  Chloe and I envisioned spending the next fall travelling the country in an RV with our dog and newborn son.

I told him he was a good boy and that I loved him.  But even until the end, I still believed he would be okay.

But it just wan't to be.  The next day, one of the ICU technicians called to let me know that Max was suffering internal bleeding.  They didn't know why.  Okay, I said - do everything you can.  So they took him into surgery again to stop it.

The day before launch, the reviews were coming in.  5 stars.  100%.  85% Metacritic, higher than any game I'd ever made under EA or Petroglyph. But now Max needed blood transfusions because he just wasn't getting enough protein to heal. On launch day, we sold enough copies that I could fund the next game.  I constantly refreshed the sales tracker, trying to drown out my fears with whatever good news I could glean.  Max needed another operation to remove tissues damaged from the lack of circulation.

It went on.   He eventually progressed to multiple organ dysfunction, a common side effect of volvulus, and one that modern medical science still hasn't found a way to conquer.  They called us in around 5 am on April 3rd to say goodbye, in case he didn't make it.

Max's heart stopped beating later that morning. 

Max is with me all the time, now, just as he ever was, my faithful coding companion.

Launch week is supposed to be when you blog about how well it's going and how proud you are of your accomplishments, but, for me, I couldn't feel this at all (thank god for Dan Adelman and everything he does!!)  I've tried to tweet positive things and keep the buzz going, but it's empty. Chloe said this could be the universe's way of balancing things out - it takes away as much as it gives.  If that's the case I'd trade all of Axiom Verge's success just to get Max back.  It feels so hollow to know that with all these good things coming around the corner, he couldn't be there.

Stay close, Max.


New Playstation Blog and Launch Trailer!

For today's launch we've got a new blog up on Playstation Blog, as well as a new trailer!

Here's the  Blog.

Here's the Trailer:

http://www.playstation.com/en-us/games/axiom-verge-ps4/ A failed scientist dies in an accident, only to awaken in a mysterious, alien world. Where is he? How did he get here? And why do the fundamental laws of reality appear broken? Life. Afterlife. Real. Virtual. Dream. Nightmare. It's a thin line. It's Axiom Verge. http://www.axiomverge.com/

Trailer made by the talented and timely Marlon Wiebe!

Axiom Verge Review Roundup!

There is probably some unwritten rule that a dev should spin their press in the most positive light possible, and omit any criticism or detractors, but, I felt like I should go over the various reviews and leave my comments, and let readers decide for themselves.  Luckily, all of the reviews for AV have been positive! 

As of this moment, the Metacritic Score stands at 87, which is better than any game I've ever worked on, including AAA heavy hitters (EA Sports), so, that's pretty friggin' fantastic.

Selected Reviews

Thoughts

It was really encouraging to read some of the high scores, particularly USGamer, which I always felt was like the spiritual successor to 1UP, both of which cater to the sort of community that Axiom Verge is targeted for.  Also Jeff Gerstman's Giant Bomb review - wow!  From what I gather, he hasn't handed out a 5 star rating in about two years, so he made a special exception for AV, which rules.   Lastly, IndieGames.com doesn't give out review scores but their Joe Couture's text was glowing - the kind of review you dream of reading when you're making it.

It's interesting to note the differences similar scores makes between outlets.  Peter  Brown's GameSpot review is almost completely positive; you get the feeling that this is a "happy" 8 (and possibly even an auspicious sign if you're a Chinese numerologist).  But IGN's 7.9,  while a decimal point lower, is quite critical, and reads a bit like a "C+" for effort.

One of the biggest criticisms of the game was the map system - the lack of fast travel, the lack of objective markers, the lack of map markers showing where you needed certain items to progress. I think I should make clear that this was a purposeful decision, so, if that's not your thing - go back!  As much as I want Axiom Verge to appeal to others, it was more made as something I would enjoy - the kind of game that I wished existed but doesn't anymore.  You are meant to get lost and spend a lot of time wandering aimlessly.  As you're doing so, you're also meant to stumble upon lots of secrets that hopefully make it feel worth it.  AV is rightfully compared to Super Metroid, but I actually wanted to somewhere between NES Metroid and its SNES sequel - where it's less obvious what you're "meant" to do and so gives more meaning to your own power to explore.

A secondary criticism of the game were the plot (Destructoid called Trace a "one-note good guy" and IGN critiqued it as having a "forgettable story" and "overabundance of exposition"), which conversely is one of the biggest things praised by other outlets.  This is quite a difficult thing for me to comment on not just because of spoilers, but because the story is so complex it makes it hard to narrow down just what left some people with a hollow feeling while others seemingly had their minds blown.  My suspicion is that this differentiation is due player preference rather than an actual shortcoming of the story - some preferring the story to be complex and winding while others like the story to be more immediate and visceral.  You'll probably know which camp you fall into by the time you beat the first boss.

Overall it's been a long and educational day for me.  I never realized it was possible to get so many twitter notifications that I literally couldn't read them faster than they appeared.  And my sincere apologies to anyone who's emailed me today (and probably the next couple of days) - it's inbox  insanity.  I will likely come back and tweak this page slightly as more reviews pop in (Polygon, where are you?)