Right now Transistor is in an alpha state where just about all of the content, systems, and features we have in mind are implemented in some fashion, and the game is playable from beginning to end. It’s where we wanted to be as we head into 2014.
In the coming weeks, we plan to keep testing, tuning, and iterating on every aspect of the game until we think it’s ready to put out there for you to play. We’ll talk more specifics as we get closer to that time. Until then, you can always check in with us on Twitter or Facebook. Stay tuned, happy holidays, and keep in touch!
Transistor - All News
Friday - March 07, 2014
Transistor - Interview @ Paste Magazine
Paste Magazine has a new interview about Supergiant’s upcoming game Transistor.
Steve Gaynor, Amir Rao and Greg Kasavin share similar backstories. All three worked on big budget games for massive publishers—Gaynor on Bioshock 2 for 2K, Rao and Kasavin on Command & Conquer: Red Alert 3 for Electronic Arts—before opening their own small studios. Rao cofounded Supergiant Games, where he was later joined by Kasavin. Supergiant’s first release, Bastion, was a critical and commercial hit, and topped Paste’s list of the best games of 2011. Gaynor is a cofounder of the Fullbright Company, whose first game Gone Home was named by Paste as the best game of 2013. Both games seamlessly weave well-written, emotionally powerful narratives into traditional game structures.
Gaynor recently talked to Rao and Kasavin about Bastion and Supergiant’s upcoming game Transistor for the Tone Control podcast. In this excerpt the three designers talk about the early days of their studios and the significance of design documents.
Sunday - February 23, 2014
Transistor - Interview @ GameInformer
Game Informer interviews Greg Kasavin the Creative Director of Supergiant Games about his upcoming ARPG Transistor.
Supergiant has been pretty quiet about Transistor for the last few months. Has anything notable changed from what gamers have seen so far?
After the fantastic response we got to our reveal of Transistor last year, we knew we just had to stay focused and make sure the full game lived up to the potential people saw in it, or better yet experienced from playing it. That's essentially what we've been doing.
I think a lot of people have already made up their minds about whether or not they want to play Transistor just from what little we've revealed thus far. Likewise I don't think we'll tip many people over the fence by revealing more weapons or characters or whatever. So we just keep on tinkering away at the game.
The big thing that's happened since last we publicly showed Transistor is we now have the whole game playable start to finish, with a complete story and all the environments and content we expect will be in the full game. We've also fleshed out all the core systems for mixing and matching different Transistor functions. That means from here on out we're just making all of it better. Hopefully, at least! And we're pretty happy with a lot of it already.
As a game developer, if you're busy building levels and other content then that's time you could have spent improving what you already had. So, even though this is an intense point in development, I've been feeling very good about where we're at since with each passing day I'm seeing more and more of the promise of this concept becoming fulfilled, and seeing so many small details, the little things we really want to do with it, happening more and more.
Saturday - January 11, 2014
Transistor - Interview @ OnlySP
OnlySP interviews Greg Kasavin the Writer and Designer for Transistor.
With the game virtually playable from start to finish and only tweaking and polishing left to go, Kasavin said Transistor is well on its way to making the “early 2014” release date the game has been shooting for. The game’s scale is also becoming a little clearer as it’s being finished. As Bastion did, Transistor includes side content that players can choose to explore, and this optional content can make pinning down a game length tricky. Kasavin did estimate, though, that Transistor’s scale was in the ballpark of what players got out of Bastion.
Thursday - December 26, 2013
Transistor - Happy Holidays from Supergiant
Supergiant wishes everyone a happy holidays, and gives a update for Transistor.
Saturday - October 05, 2013
Transistor - Interview @ GamingBolt
GamingBolt interviews Creative Director Greg Kasavin about the move to a more a turn-based strategy format, the studio’s relationship with Sony, and how PC compares to the PS4.
GamingBolt: Transistor is Supergiant Games’ first title since Bastion released in 2011. How did you decide upon the concept and why did it take so long to bring a new game out?
Greg Kasavin: Bastion originally came out for Xbox LIVE Arcade and PC shortly after in the summer of 2011, and thankfully it got a really good reception. As a result it kept us pretty busy for over a year after its first release, as we continued supporting it and bringing it to new platforms from Linux to iOS. At the same time we were starting preproduction on Transistor, first just by getting a lot of seemingly disconnected ideas from everyone on team onto a page then seeing what common ground there was.
After creating this weird fantasy world for Bastion we were interested to see what we could do in a science fiction setting this time around, and we also had a lot of ideas about trying to synthesize the feel of turn-based and tactical games in an action RPG context. It of course took a while for these ideas to take shape, and we also didn’t want to reveal the game before we felt it was in a solid playable state for the public.
GamingBolt: The game will be a turn-based strategy title but with free movement in real time, in which the player will plan out actions and then dodge enemies to refill the action meter. Given that Bastion was real-time with its combat, what was the reason for switching over to something more methodical?
Greg Kasavin: We consider Transistor an action RPG, with a deeply integrated strategic planning mode that’s core to the moment-to-moment play. We were interested in developing a deep and open-ended combat system for this game that created a lot of opportunities for expressive play and for dramatic tension. So, by giving players the ability to stop the world around them at almost any time and plan their next set of moves, we found that players became more invested in the outcomes of their tactical decisions, and enjoyed some of the surprises there as well.
Thursday - September 19, 2013
Transistor - Preview @ Warpzoned
Warpzoned has posted a new preview of Transistor based on the demo from Pax Prime.
Transistor is an incredibly elegant cyberpunk noir game – it’s so beautiful that it’s almost like cyberpunk nouveau. The gameplay is smooth, and everything from the music, to the backdrops, to the story, are all haunting. When Transistor speaks to Red, the top of the PS4 controller lights up in time with his voice, which was both startling and stunning in the small, dark alcove Supergiant had set up for press to play the demo. With the headphones on, I suddenly felt completely separated from the tens of thousands of people at PAX – it was just me, Transistor, and Red, fighting the Jerks and looking for vengeance. There was nothing quite like the intimate tension I experienced there, and I can’t wait until I can recreate that it in my own living room.
Wednesday - September 18, 2013
Transistor - Interview @ Gameranx
Gameranx interviews Supergiant Game’s Greg Kasavin about Transistor at Pax Prime.
One thing I love about the combat is that it varies so much depending on the player. If someone wants to make it a hack-and-slash they can, but there is also a heavy strategic element to it. Would it possible to go through the game without using the time-pause ability?
Greg: Yeah, that’s kind of the idea. Whether you’ll be able to avoid it entirely, I don’t know. The idea is that we want you to be compelled to use it on your own terms so we aren’t going to force it on you. We want the real-time combat to be fun and viable; having this really powerful ability opens up this opportunity for us in terms of designing combat and encounters with enemies, stuff like that. To make them really intense because you always have this option to say ‘No, no, no, wait. Time out. Now I’m going to turn the tables on these guys. I’m going to take these guys out, do that..’ and we find out that players use it in very different ways—that’s when we felt that we were really onto something. Not everyone was just using it every single time, because we didn’t want to make just a straight-up turn based game, because of the things we wanted to do with the narrative and our desire to make an immediate-feeling game. We wanted to capture some of the sensation of turn-based games and the drama of contemplating your next move and the anticipation of pressing the go-button and seeing whether the plan is going to happen or whether it is going to screw up. Those are fun moments for us.
In the end, what do you want players to take away from playing Transistor?
I mean, I would be very happy if it were received similar to the way Bastion was received. We have been just overwhelmed with the response to Bastion and it’s the reason we can be here again making a game on our own terms. With Bastion we wanted to make a game that would leave a lasting and positive impression on people, and be more than just fun to play, but leave people with something. We like games that do that, and we want to see if we can do it again. Hopefully we can surprise people along the way once more.
And then the burning question everyone has been asking you…. When and on what can we expect to see Transistor?
Transistor is coming to PS4 and PC early next year.
Sunday - September 08, 2013
Transistor - PAX Demo Video
Gamespot has a new video demo of Transistor from Pax Prime 2013.
Saturday - September 07, 2013
Transistor - Previews
Here are two previews for Transistor the upcoming ARPG being developed by Super Giant Games.
Between the narration, stunning art direction, haunting soundtrack, Transistor is shaping up to be an atmospheric masterpiece. It has to be seen and heard. Only significant time with the game will tell whether or not the combat and customization options go as deep as the aesthetics, but from what I saw at PAX Prime I can give Supergiant Games my vote of confidence in that regard. Transistor launches sometime in 2014 on PC and PS4, and I for one cannot wait.
The first thing I noticed after booting up the game and grabbing a hold of the Transistor was the hypnotically beautiful music and gorgeous environments. Transistor oozed charm from the moment I moved Red around the map, absorbing the entrancing art and haunting vocal track playing in the background. After getting my bearings, I moved on, following the instruction of my talking sword. It wasn’t long before I encountered my first enemy
Play-time: 10-20 hours
Regions & platforms
· Platform: PC
· To be announced
· Publisher: Unknown