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Our Blog Has Moved Here
On October 15th, 2019, our blog has moved from Blogger to EQ Studios' main website. We feel that this move is better for everyone in the...
Oct 15, 2019
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Postmortem: The Painscreek Killings
It’s been over two years since The Painscreek Killings (TPK) launched on September 27, 2017. Prior to that, it took a little over five...
Oct 1, 2019
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Painscreek Devlog #9: How We Survived Without A Programmer In Our First 3 Years
Did we have a programmer? Truth be told, we did, eventually. However, our first three years consisted of a few CG artists who just wanted...
Sep 30, 2019
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Painscreek Devlog #8: Why We Use Unity
To understand why Unity was chosen for our game project, The Painscreek Killings, we have to first share a bit about our background....
Sep 27, 2019
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Rebooting The Johnson Files
On January 21, 2019, eleven months after the initiation of The Johnson Files and three pre-alpha builds later, we have decided to return...
Feb 26, 2019
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What We've Been Doing Since Releasing TPK 14 Months Ago
It's been a few months since we posted our last blog, and that was before we released the Japanese localization of TPK. So what have we...
Feb 12, 2019
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Painscreek Devlog #7: Collaboration Tools Essential To Our Team
Throughout our five-and-a-half years of developing The Painscreek Killings, we designed 9 custom buildings, developed 20 characters,...
Jun 27, 2018
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Painscreek Devlog #6: Designing The Menu & UI
When first designing the user interface, we decided to go with a minimalist design, for a number of reasons. First, we couldn't...
Jun 12, 2018
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Painscreek Devlog #5: Who Is Steven Moss?
When a game has no quest journal, no hint system, a playtime average of over 10 hours, and it requires players to trek over twelve...
May 29, 2018
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The Painscreek Killings Rated Excellent By AdventureGamers.com!
AdventureGamers.com recently reviewed 'The Painscreek Killings' and rated it excellent with a score of 4.5/5! Here's their verdict: "The...
May 10, 2018
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