The premise of this game intrigued me: you play as a character in a 50s sci-fi B-movie whose actions are narrated by the director’s DVD commentary track. The design is supposed to be retro-futuristic but you see strings and bad rubber masks, etc.
Turns out that this premise is not executed very well. The voice of the director is completely wrong. There’s a winking, self-aware DVD producer voice that ruins any sense of immersion. Creatures which are supposed to be bad stop motion, just look like sloppy game animations. The characters just look like the monsters they are supposed to be and never feel like actors in costumes.
On top of all that, it feels like hardly any effort was put in to making the actual game play fun. It’s sort of twin-stick shooter-y at times, and point at bad-guy and button mash at other times. This is the sort of game mechanics that you would create if you were following a “let’s make your first game in Unity” tutorial. If it’s any consolation, at least the game was short.
QBob: Remastered now has an official launch date: July 24th, 2025! Here is the QBob: Remastered Store Page on Steam. Please wishlist it on Steam today! Also, watch the launch trailer below:
After having finished the bulk of the game (see the last QBob report), I have been spending the last month or so getting the game ready for distribution on Steam. And, as of today, I can finally announce that the game has its very own live Steam page!
Before I dig into the details, I’d just like to say for the first time (and definitely not the last): please go to the QBob: Remastered Steam page and add it to your Steam wishlist. Wishlists play a big role in getting new games noticed and, even if you never buy the game, adding it to your wishlist will be a great help.
As of this writing, it’s very much a work in progress. But you can’t imagine the amount of effort it took to just get this far. I couldn’t have done it without Craig, who helped with gobs of corporate paperwork. The other bit that took a bunch of effort was generating the dozen or so new art assets for every possible store location the game banner can appear in.
One of the biggest new features that I have added to the game are achievements. There are twenty-two total and they range from super easy (RTFM, flip through the entire manual) to well-nigh impossible (1cc the game on hard difficulty). Each achievement has a custom icon and they have been successfully linked to the Steamworks API.
There is also an in-game fallback if the build of the game isn’t linked to steam. You can’t believe how excited I was when I saw that little floater pop up in the lower right corner for the first time.
I also did a full gamepad support pass to allow the entire game, from menus to high score entry, to be accessible without the help of a keyboard or mouse. Now, I fully admit that playing the game with a gamepad is not ideal, but Steam really pushes gamepad support, especially for making titles compatible with Steamdeck.
There are still a couple of items to complete. I’d like to get cloud saves enabled, which, in theory, is just a matter of mirroring the GameMaker local storage folder to Steam. I also need to make a short game trailer video which is going to require me capturing a bunch of gameplay footage and editing something together. Then there’s the soundtrack and game manual PDF. Back to the grind.