Earlier quoted context omitted.
He never stopped, he’s just under a different label: https://coincidence.games/ They’ve released two Zach-likes, Kaizen and UVS Nirmana. Blatant self promotion, but if you want the full story, he chatted to me about it on Software Engineering Daily after the release of Kaizen: https://softwareengineeringdaily.com/2025/12/18/designing-in...
What's up with the AI narration at the beginning? Or is it just someone with an incredibly steady voice and AI cadence? It's uncanny and weird considering that this is a podcast hosted by actual humans!
Exapunks (2018)
51–60 of 133 posts
Re: Exapunks (2018)
#52Earlier quoted context omitted.
Without specifically looking into it but just going off of Steam releases and headline, I'd assumed Zachtronics closing was Zach Barth leaving the scene, and the company that made Kaizen etc were some of his former colleagues continuing on without him. But apparently the Kaizen-making company is still Zach Barth? So what was Zachtronics closing then? Him changing his mind and coming back a year later? Why throw away…
Here is something I (Zach) wrote up a while ago in an attempt to explain it: > Back in 2016, we sold Zachtronics to a company called Alliance, who we worked for as employees and made all the Zachtronics games from SHENZHEN I/O onward. In 2022 we stopped working for them and started a new studio called Coincidence, which we own and run as a sort of co-op that allows us to work on projects together, or not together, or…
Re: Exapunks (2018)
#53Earlier quoted context omitted.
Without specifically looking into it but just going off of Steam releases and headline, I'd assumed Zachtronics closing was Zach Barth leaving the scene, and the company that made Kaizen etc were some of his former colleagues continuing on without him. But apparently the Kaizen-making company is still Zach Barth? So what was Zachtronics closing then? Him changing his mind and coming back a year later? Why throw away…
Here is something I (Zach) wrote up a while ago in an attempt to explain it: > Back in 2016, we sold Zachtronics to a company called Alliance, who we worked for as employees and made all the Zachtronics games from SHENZHEN I/O onward. In 2022 we stopped working for them and started a new studio called Coincidence, which we own and run as a sort of co-op that allows us to work on projects together, or not together, or…
Re: Exapunks (2018)
#54Earlier quoted context omitted.
Can you extrapolate a bit? Why is GOG an undesirable platform to be on, especially as you seem to be fine with DRM-free releases elsewhere (which is awesome, btw) Finally, thank you for SpaceChem! Still great, even after all these years
My understanding is that GOG is not necessarily undesirable, but they are very selective: Unlike Steam or Itch, you have to convince them that it's worth their while to sell your game. And their choices of what (not) to sell are not infrequently baffling. Lots of developers have gotten burned by that, including Zachtronics
Re: Exapunks (2018)
#55Earlier quoted context omitted.
My understanding is that GOG is not necessarily undesirable, but they are very selective: Unlike Steam or Itch, you have to convince them that it's worth their while to sell your game. And their choices of what (not) to sell are not infrequently baffling. Lots of developers have gotten burned by that, including Zachtronics
I have a hard time believing that GOG rejected a Zachtronics game. They're popular, high quality, and a good match for the GOG audience. An GOG already sells several of them (I own SHENZHEN I/O and Spacechem on GOG).
https://www.gamesindustry.biz/confusion-surrounds-gogs-rejec...
Re: Exapunks (2018)
#56Earlier quoted context omitted.
> capturing the essence of what makes programming fun and put them into a game. They definitely straddle there line between "those is a fun video game" and "it looks too much like my job" for people in the industry, but there's a whole genre of workplace simulators for doing other people's jobs vicariously. A semi truck driver would see playing a semi truck simulator in the same way, but American Truck Simulator is q…
Too true. I used to absolutely love Zachtronics games. Then I became a professional programmer and I just can’t play the programming themed ones anymore. Kind of a shame because TIS-100 is what made me want to be a programmer in the first place.
Re: Exapunks (2018)
#57Earlier quoted context omitted.
I have a hard time believing that GOG rejected a Zachtronics game. They're popular, high quality, and a good match for the GOG audience. An GOG already sells several of them (I own SHENZHEN I/O and Spacechem on GOG).
Well, it has happened before: https://www.gamesindustry.biz/confusion-surrounds-gogs-rejec...
And GOG has its share of slop (e.g. a dozen Whale Rock Games which have obviously fake reviews).
Re: Exapunks (2018)
#58Earlier quoted context omitted.
> capturing the essence of what makes programming fun and put them into a game. They definitely straddle there line between "those is a fun video game" and "it looks too much like my job" for people in the industry, but there's a whole genre of workplace simulators for doing other people's jobs vicariously. A semi truck driver would see playing a semi truck simulator in the same way, but American Truck Simulator is q…
Too true. I used to absolutely love Zachtronics games. Then I became a professional programmer and I just can’t play the programming themed ones anymore. Kind of a shame because TIS-100 is what made me want to be a programmer in the first place.
Re: Exapunks (2018)
#59Re: Exapunks (2018)
#60Earlier quoted context omitted.
Here is something I (Zach) wrote up a while ago in an attempt to explain it: > Back in 2016, we sold Zachtronics to a company called Alliance, who we worked for as employees and made all the Zachtronics games from SHENZHEN I/O onward. In 2022 we stopped working for them and started a new studio called Coincidence, which we own and run as a sort of co-op that allows us to work on projects together, or not together, or…
I adore your games. Would be curious to know your thoughts about using AI for game development. Personally I find it gross, but I am trying to be open to different views.