Mathoria has been Greenlit by Steam!

HAPPY NEW YEAR!!

As our header says: We have been greenlit by Steam!!! From the bottom of our hearts, THANK YOU, THANK YOU, THANK YOU! Those who have supported us made us stronger. Those who bashed us actually helped us promote our other games that were made in Unity and Construct2, so we would like to thank you as well. Isn’t it nicer to spread love and good will? Our mission is education, and we are determined to inform, inform, inform, as well as open a venue for constructive discussion.

In fact, while the game is already finished and is just being set up for Steam, we are gathering constructive criticism for the improvement of the sequel, which we are also working on (we had to divide and conquer tasks between the two projects). This is how important your feedback is for us. How else can we truly deliver and be true to our mission, if we don’t listen to our players? Read More

Chillin while undergoing orientation

Mini-Games as Lab Experiments

Some of you might have noticed that we have released a couple of small games in the last couple of months, while some of our bigger dream projects remain in the back burner.

There is a reason for this: experimentation. We did not want to burn resources working on a dream game for years and years, especially with the huge possibility of having only one game to our name and an outdated looking one at that. We’ve all heard of horror stories about game projects taking too long to finish, only to be outclassed by newer games. John Romero’s Daikatana had been one example, and had become a huge learning experience for the game dev legend himself. If you look at YouTube and do a search for “games in development hell”, you’ll find a number of them. Read More

Key Chain by Ishy Socro

Senshi Turns One: Our Journey, Our Culture

To be honest, I never really thought Senshi would ever happen. And I did blog about the domain staying dormant for 7 years before I finally found a use for it. But here we are, May 8, 2014 was when Senshi.Labs was officially registered. A year later, we now have 4 games under our name.

It All Began with a Rejection

In December 2012, I left my producer post at Anino Games but I had also just received my PhD, which meant that I could go back to part-time teaching. Thing is, I also did not want to leave the game development industry completely, so I sought to enter an organization that could allow me to cultivate my love for education at the same time. There was only one game dev company (whose name will remain undisclosed) back then that I was interested in, despite a lot of offers elsewhere. That organization rejected me because I didn’t seem like a good fit. Read More