Taking a look at what happened in 2017

Christmas is almost here. You know, that time of the year when we like to get introspective. Taking a look back at all the things that happened in 2017, it’s hard to believe it all took place in the very same year.

We’ve been featured in showcases all over the world (Brazil, UK, Germany, France), received three award nominations and PCGamer included us in the list of indie games they’re most excited about. And what’s most important, the game is shaping up and getting better each day.

Sure, it wasn’t all that great, each victory came after a struggle. There were many challenges we had to overcome and not just in terms of development. But we stood our ground and went through them.

As you read these words we’re likely to be working on our new milestone, which is to finish a playable demo before the year ends. One that, for the very first time, contains all the major features and lets you play several days in the city.

That said, we’d like to wish you both a Merry Christmas and a happy new year from the very bottom of our hearts. We hope 2018 brings us even more happy memories and that you all are here to celebrate with us.

It’s being a hell of a ride

Changing the way we do updates

Update #47 : Improving our update system

Hey everybody! Today we’re announcing a few changes regarding our devlog and the way we do updates. You know that, from the very beginning, we’ve wanted to be as open as possible with the community. For almost two years we have published updates every two weeks, as we felt that was a great way of staying in touch with you, but we should always try to improve things, so we’re making some changes that we believe will be quite exciting.

We will no longer publish long wordy updates every two weeks. Updates will become way shorter, possibly containing just a gif or a couple of pictures and they’ll now be weekly. These updates will appear fist on our Discord server. Longer updates will only be posted occasionally (maybe every 1-2 months) and just when we feel we have enough content for them.

Why are we doing this? Being in the middle of production means you’re no longer making big flashy decisions but just doing regular work. We’re also avoiding showing any kind of spoilers that might ruin your final experience. Long updates take a lot of time to prepare and, at this point, we feel a different planning will make more sense.

In addition to updates being shorter and weekly, we encourage you to join our Discord server (which is basically a chat you can use from your browser). You’ll get access to sneak peeks and we’re always around, which means you can ask whatever you want about the game (or just talk about whatever comes to your mind). After running this server for three weeks we are sure it’s a really powerful tool to stay in touch with anybody who is interested in the game.

Hold on! We still have a couple of extra announcements. In our previous update we launched a “Leave your mark” contest. Fans could either draw a new character or write a short tale about them. It was great to see what you all came up with and choosing a winner isn’t always easy. We decided to choose two creations, a drawing and a story. So congratulations to Mario Manzanares and Thriefty! You did an amazing job!

Know that this is only the beginning, we’re gonna host frequent challenges on our Discord server (another great reason to join), but this time you won’t be competing for your own sake, but for the sake of your Discord group because,starting right now, you can join two of the factions that live in our city.

The Top Hats

Well-loved citizens,

I am addressing you today, with the blessing of our dear dignitaries, to beg for your help in a crucial matter. As you already know, our city is in a state of peril. The humble classes have lost their humility and we must remind them their place. We count with each and everyone of you. Because difference matters.

Signed: Thomas Everett

Merry Boys


To arms! In every street, square or tavern! By day or by night! Those pigs don’t rest and neither do we. All of you can contribute. If you are weak, keep your eyes wide open. If you’re tough, kick them in their wealthy nuts. Victory will be ours! Let’s kick those pig’s asses!

Signed: Myles Stout

And that’s all for today. We aren’t going anywhere, we’ll keep posting updates around and you can reach us here, but consider joining our Discord community 🙂

Update #39 : The difficulties of testing and iterating a narrative game

Today’s update is a quick reflection about how important testing is and why we needed to re-learn this skill while working in “A Place for the Unwilling”.

Judging your own games is always hard. Game developers spend so many hours working on their projects and testing every little detail that they are no longer objective.

With skill-based games, we are still able to determine whether or not some piece of content will be somehow interesting or not, even if we can no longer experience it as an average player. But this situation gets trickier with narrative games. It’s hard to feel any kind of engagement while going through a dialog you know by heart. You know how it’s going to be before starting, after all you’re choosing static options on a screen.

When you’re creating new content from scratch you still have a sense of what could be exciting or not, you get a hunch of things that “would be cool to have”. But it gets tougher the deeper into the game you get (specially when you’re iterating). You’re checking content that is no longer fresh to you and even the most extraordinary event feels kind of mundame.

User testing doesn’t get much easier, if you came by our booth during EGX Rezzed chances are we “interrogated” you after playing. That is because you learn a lot from watching players go through your demo (finding out what’s confusing or doesn’t work) but it’s really hard to tell how engaged they are or what’s going through their minds, most of the time you’re just seeing them silently pick dialog options while talking to NPCs.

In skill-based games your players are facing challenges, struggling and finding solutions. So you’re receiving a lot more information just by looking at the screen.

Even though we watch them play, we tend to focus on asking players questions once they’re done and chatting with them.

When doing surveys is usually common to ask really specific questions such us “Was this piece of the puzzle easy to spot?” or “Was this challenge too difficult?”. While this method tends to work great when trying to spot interaction issues or balance tweaks, in “A Place for the Unwilling” we focused on more open questions. We asked players things like “What was motivating you to explore the city?”, “What characters did you meet?”, “What would you say about them?”, etc. That is because we’re really insterested in understanding how they see the city and the citizens, using more specific questions can end up giving away too much information and conditioning their answer (or even lead to misleading answers).

We are used to attending shows, watching gameplays and getting feedback from players. But doing that very same thing with a narrative game requires some adaptation, it’s different from most games.

At this stage of development user testing has been limited, but as we progress we’ll need to keep improving the way we handle getting feedback.

And that ends this short rambling about something you might have not considered before about making narrative games. Hope you found it interesting. Stay tuned for the next update as we’ll announce the date of the streaming in which you’ll be able to check out the game and ask us whatever you want!

Update #20 : The origins of the City

Before delving into the update itself, we need to make a quick announcement. We usually publish updates at our Tigsource devlog, which is our main devlog, and also on our Kickstarter page. There are a few things we need to sort out and, in the meantime, we, AlPixel Games, do not have access to the Kickstarter account and can’t publish updates there. It may take a few weeks, so we are getting in touch with all the backers and telling them the updates will be available here for now.

Now that’s said, we can get back to the cool stuff! It’s time to grab a cup of tea and lean back, we’re gonna talk about the story of our city Gentleman

The City, with a capital “C”, a place so unique it doesn’t even need a name to be distinguished from the rest of cities because, why would you talk about any other?

As impressive as it is, not too long ago soil and farms plagued what now is the centre of the trading world. One can only wonder how it managed to stay like that for so many years, but money attracts money, and when the first businessmen arrived, the rest followed. After a few years, the landscape had radically changed, and there was no going back.

Buildings raised, ships started docking and the fog began to thicken. People had to change in order to fit in, and it wasn’t easy. The smallest of the apartments was already too expensive for them, and everything seemed to go up but salaries. Sickness, poverty and crimes became just another part of everyday life. As the city kept growing the factories appeared, roaring day and night while making the fog even thicker.

As years passed more and more ships made of this place a mandatory stop in their routes. Big deals where closed and anybody, who was truly somebody, traveled to the City every once in a while. A mayor was elected and policemen were hired to make sure law was followed. An university was built and even a theatre, business weren’t the only thing on the rise, but so was culture.

This is not a fairy tale, both evil and righteous people are hard to find and most of the souls in this city wear a grey mask.

The pieces are always moving and stability is just an illusion. Over the last weeks crimes have increased, and the city’s most influencial families seem to have been chosen as targets. If you were to ask on one certain quarter you would be told it was those anarchists from the working class, while in a different part of the city the story would be quite different. But most people do not care about the other side of the story, or the “others”; perhaps this time the story doesn’t have just one or two sides, perhaps it’s not that simple anymore, and while most people focus on the battle, fumes keep coming out of everywhere, blending with the fog and making it thicker.

While all this happens the theatre wears a new dress, covered by posters, announcing the king’s arrival, for a new play is soon to debut in the City and everybody is talking about it, “The king in yellow” is coming to town.

Update #12 : EGX, goals, plans, updates and more

Thomas Graham – Alone in London

Update #12 is out! Read it on our devlog or on Kickstarter

A Place for the Unwilling, our brand new project



I do exist. There are others like me which are nothing but streets of empty buildings decorated with monuments and street lights, but that’s not my case. I have a body, but also a brain and a heart. I can feel people moving inside of me, I can hear hundreds of conversations taking place in my streets right now and even see beings from other realities.

These are the shadows, you may call them people. They’re all different, but at the same time they look alike to my eyes. Sometimes, if I pay attention I can hear them whispering their names to each other, and once I hear them, I no longer see a blurry shadow, but an unique person with dreams and nightmares.

These are the streets that shape me. Twisted paths where filth and plagues await in every corner. Some of the shadows live surrounded by luxury while others struggle to survive. Both God and Devil were born in my veins, and they never left.

I have been feeling ill lately. There’s something inside of me that does not belong here. I don’t know how it entered or why, but it may be wise to fear it, the dark lurks even in the brightest places and nobody is safe.

The following days will play a very important role in the life of the shadows. The pieces are already on the board and the game is about to start. Now, pick your move stranger, knowing that once it has begun neither of us will be able to stop it. There is only one thing that we can be sure of, it will be an interesting journey.

Who knows? Maybe even I can die.













“A Place for the Unwilling” is a narrative adventure game where the city is the actual protagonist. No puzzles or “game over” screens, just you, the city and the dozens of stories which are taking place in there. Days pass and the fate of the city is yet to be decided.

In terms of gameplay the game resembles “Pathologic” or the sidequests on “Majora’s Mask”(if you were to remove all the fighting and the time-rewinding). You’ll be free to explore the world around you and play a role in the events which will shape the future of the city.



The game is being developed by “AlPixel Games“, the studio who made “Missing Translation“, a small puzzle game which won 4 awards and had 10 nominations.

Right now there are 3 people, working on the game:

Rubén, who draws all the art
Celer, who is in charge of music and sound design
Luis, who does design, code and random stuff

The team is being supported by GamesBoosters, which provides us with an awesome office to work, the opportunity to travel to several game events and their experience in the industry.





“Missing Translation” fan art contest winners

(text by Gustavo)

1st Place

fanart 3

From the start this piece became my favorite for a bunch of reasons – the use of brownish colors instead of our grey tones, by featuring and giving a charismatic touch to my favorite character in the game, the use of perspective with a friendly barmaid peeking in the background and finally the mysterious character entering the bar, cleverly hinted to be the human female character which makes our alien cowboy a flirty Don Juan! I love it!

2nd Place


I think this piece sums up the game really well. A friendly alien trying to contact a foreigner who doesn’t understand anything of what he is saying… and cats who really don’t care about what’s happening and enjoy living the good life (as a side note, cats are the key to my personal theory about the game… ask Ludipe). In a moment of indecision it was the expression of the cat and the worried look of our main character that convinced me. It’s a really nice piece!

3rd Place

In a completely different style of the other two illustrations, this manga-style pencil drawing feels a bit nostalgic to me, from the times I used to draw manga all the time during my teen years. Overall the scene choice is really cool, with the detail of the little tokens on the right, a hint to the game’s alternative ending. Look how peaceful she’s sleeping, contrary to our cat (here a kitten) who seems to be having some nightmares? Well done!

Honorable mentions


Gustavo: I really enjoy this piece and love the lego connection. Probably, if the head was drawn in a different style it would’ve found a place on the top 3 since it works nicely as a game poster


There is something about this drawing that I find really funny. The expression on both characters makes me imagine all type of scenarios – he’s rude and completely ignored her, they argued, she’s shy and can’t find the courage to talk with him. The possibilities are endless! Meanwhile, cats are chilling on the roof, probably commenting on those dumb humanoids.

Go to the announcement on the Steam community hub…

“Madrid Games Week” report

It’s finally over! We’ve spent the last days showcasing “Missing Translation” at “Madrid Games Week”, a huge event which takes place in that little town where we live ;PThis event has a special meaning for us, since it’s the first place that featured our weird game.

But events aren’t just about doing interviews and letting players check them out, there’s nothing like getting to spend more time with those awesome devs who we met just a few times each year. We even set up an “indie dinner” and about 150 people attended to the restaurant, that was craaaaaazy.

We were so tired that we even had to take the day off yesterday, but we really enjoyed being there. “Made in Spain Games” took care of everything, prepared an incredible booth and brought together the Spanish indie scene. Thumbs up!

Don’t go to far! We’ll announce the winners of our fan art contest soon and in just a few weeks we’ll reveal our next game, aren’t you excited?






devGAMM report!

Hi everyone!

We just got back from Hamburg, devGAMM was awesome and we had lots of fun. This time we took an airplane instead of renting a van, so we didn’t have to drive for 24 hours straight, what a bust! 😛



The airplane had free Wifi, what kind of sorcery is that!? First time I travel with such a thing.

We rented a car as soon as we got to Hamburg and drove to the place we got on airbnb. The pre-party/”badge pick-up” started at 18:00, so we had a couple of free hours to relax. I used that time to walk in a random direction and explore the city. Hamburg is beautiful, I specially liked all the green areas and how bikes are so popular over there, and what about all those bakeries? They were everywhere! And filled with lots of cakes and great-looking food.

prepartyLater that afternoon we went to pick our  badges, drink some free german beer and meet cool devs. I had already spoken with some of them over e-mail, but it was pretty fun to spend a few hours just chatting and getting to know them a bit better. There were lots of russian devs there, and I thought it was really interesting to know more about the indie scene in their country. We had woken really early in the morning to catch the plane, so we got back around 22:00 to get some sleep, which was even easier thanks to the free beer 😛

prototypeThursday! First day of the event. I spent the morning attending some talks, I’d like to point out the one with Mike Rose about “How well do games sell in 2015” and the one about prototyping with a dev who worked on “This war of mine”. I had to miss Ditto on his “How can you make your game look good and unique without actually knowing anything about animation?, which looks promising as hell, but I had to be somewhere else. He told me he is going to repeat the talk and record it, so it might be available online in one-two months.

showcaseWe had some time to showcase the game in the main hub, which was just another excuse to keep meeting developers and chatting with them. I liked how this area was pretty intimate and friendly. Each developer had about 3 hours to showcase their game, but there were plenty of free tables for those of us who were willing to keep doing the showcase for a couple of extra hours.

awardOn Friday we attended the award ceremony as “Missing Translation” had three nominations. The “Game Lynch” was the weirdest thing I have ever done at an event, but also the coolest and most fun. There are 5 experts, each of them picks a game and lynchs it on stage for 5 minutes in front of the whole crowd. The developer has just a minute to defend the game and then the crowd votes the winner, the loser must drink a disgusting mix of cheap alchohol( among other things) on stage. You act kinda angry but it’s all part of the show. Wolf from THREAKS was lynching my game and I was suuuuuuper nervous, but everything went fine. The crowd laughed when I stood up and went closer to Wolf, like if I was going to punch him or something like that haha. Here’s a video from a previous event, since mine isn’t online yet.

It was great to be at devGAMM, met many cool indie devs, got to know more about the indie scene in other countries, attended some really interesting talks and even came back with a new award. We’ll do our best to be at the next one 😀



Starting a new adventure!


We have tons of news for you, let’s start with the important stuff.

We’ve been asked several times what’s going to happen with AlPixel Games, and we always answered that it was too early to say, well, as you probably guessed seeing our new website, we’re still alive and ready to start a new adventure; and we’re making changes, lots of them.

The team is changing, AlPixel Games is moving on to bigger projects, which require more time and working face to face, that’s why Gustavo, Albert and Tice won’t work on the next “big” project. They might join in to collaborate on a side-project, but they’re taking a different path for now. Gustavo and Albert are already working on a new game which we’ll share here in the future.

Time to introduce the new members! Rubén and Celer are the newest incorporations to AlPixel Games, you can check all their info here. You might already know a little game called “The night Henry Allen died” that we made together some time ago. The three of us will share a really cool office in Madrid, courtesy of GamesBoosters.


There’s plenty of natural light! Too bad we don’t like it 😛

We’re already working on our next project and totally excited about the concept (ask again in a few months, we’ll probably hate everything about it 😛 ). All we can say about it for now is that it’s nothing like “Missing Translation”. We’d like to keep being as open as possible when it comes to our games, that’s why we now have a blog in our website, we’ll start posting stuff about the project really soon, so stay tuned. We want to keep an active blog, we’ll post not only news about the game but also pics and random info. The day after tomorrow we’ll travel to Hamburg as “Missing Translation” has been nominated to three awards at DevGAMM, we’ll probably write something about the experience.


Though we’re super busy with our new adventure, there are some things left to be done before forgetting about “Missing Translation”. We’ll soon announce the Steam and iOS versions of the game, plus the chinese version is about to be released (and don’t forget about the events! We’ll keep showcasing “Missing Translation” over the next months).

Soooooooo…. quick recap! We got new members, an office and a cool project that has already started. Stay around, once we get back from Hamburg we’ll post photos. We’ll also start a new devlog before Christmas.

Those were some exciting news, weren’t they? We’re starting a new adventure today and you’re all invited to watch 😀