– …putting on this. – I know, but you can’t see it. Hello! Whoo, we’re back. – Are you talking just as I start flicking my hair? – (laughs) Flick your hair, back and forth. Welcome to the first ever Failbetter Games Live on Twitch podcast, live at TwitchTV/failbettergames. I am Hannah, I’m communications director for Failbetter. I’m here with Liam. – Hello! – Liam Welton who is director of development at Failbetter. – Yep. – Yep. – I’ve looked actually. That’s a genuine thing. – You are a one in the– – In the actual things. For ages I thought everyone was winding me up and it wasn’t a role that actually existed. – You can do it then? – Yeah. – Oh good. He’s real, so that’s good. – Hey, Sir Fred. – Hey, Fred. We are going to– He does look like a shampoo-ad guy. Yeah, it’s ’cause his hair is so fantastic. The secret is not brushing it, right? – Yes, yeah. Just use your hands. – Don’t brush. Okay, today we’re gonna talk about Sunless Skies. Quite a lot of questions actually came in via Twitter this afternoon, so… – Yeah, I noticed that. (Hannah laughs) It’s destroyed my mentions. – There’s a few that we can’t really answer, but I think there’s a few that we can interestingly answer. Oliva says, “What is your job?” What is your job? – All you need to know is it’s your boss. – (laughs) Let me just check about the sound. Is that any better? I think my mic’s been a bit windy. – Oh, I see. As long as it’s not me. – So we’re just gonna get into some news first of all. One, the Kickstarter for Sunless Skies is in 26 days. – Yeah. – (laughs) Which is fine. It is all fine. Olivia backed the Kickstarter for that This is Fine dog. You know the plush– – (laughs) I thought you meant our Kickstarter. It’s like, “She’s well ahead of it. She’s already backed it.” – Olivia is our editor, by the way. She looks after all of our words, but she backed for that dog plush and now it’s in the corner of the office. It feels like the right time for it to have arrived. – Yeah. – So right now, we are preparing all of the Kickstarter assets to show you as much of the game as we can given that we’re still in pre-production, and I am writing the page, sorting out the rewards. We’re doing some physical rewards with a company called Gametee. If you haven’t seen Gametee’s stuff, they are amazing. – Yeah. The best thing about hiring them is we get to get loads of their stuff to preview it. – (laughs) We were like, “You seem great. Could you send us some stuff?” And they did, they sent us some notebooks and things to have a look at and some apparel and beautiful things. I spent some of this morning talking to them about what the designs for the merch will be, and it’s basically all good. I hope that we have done you guys proud and come up with something that you’ll really like to back for. We just put out a blog that Paul did, our art director, about the visual design of Sunless Skies. Which is really cool and lots of people on Reddit were saying, “Oh, it’s so nice to see a different palette,” from us. – Yeah. – Which is true, and my eyes are also very grateful that I’m not looking at teal. – Yeah. – After two years of teal. – I’ve been bathed in crimson. – (sighs) Yeah, it’s like a bruise. A beautiful bruise. (Liam chuckles) It’s nice! It’s nice, I like it. So if you haven’t see that, failbettergames.com, new blog. There are actually three pre-production blogs up now. We’ll hopefully get another one out before the Kickstarter starts. Somebody specifically asked us, and I thought we could do it in the news bit, what things we’re looking forward to playing in 2017. Do you have an idea of a game you’re looking forward to playing? – Ah, that’s, um, kind of weird. So many games I’ve been looking forward to came out at the very end of 2016. – Yeah. – I’ve got nothing now. (Hannah laughs)
Last Guardian came out. Oh, Sea of Thieves! – Yes! Yeah, I’ve just brought up Sea of Thieves, ’cause we saw… – Is that why I said it then? (laughs) – You’ve seen it with your eyes! – Corner of my eye. (laughs) – “I saw it, so I want it!” We saw Rare at Develop Conference in the UK in Brighton last summer, and they were showing Sea of Thieves, and we both just went, like, “Please! Please can we touch this?” and it just looked so much fun and gorgeous and the sea animation and just the look and feel of it. It just looks like swashbuckle-y amazing fun. – I tell you another thing that (sighs) I feel bad about saying that I’m looking forward to this, seeing as there’s a name dispute, but BELOW. I’m really looking forward to– – Oh yeah. – Capybara’s BELOW I think that’s going to be… Like, well, who knows what it’s gonna be like. They’re still keeping that quite under wraps. But I’ve sort of reached the point now where I don’t want to find out any more. I just want it to be a nice surprise, because it just looks so beautiful. – Yeah. – Mind you, am I allowed to like it? ‘Cause Chris, our, er… kind of, like, head writer, he created a game called Below that he created about a month before Capy announced that that’s what their game was being called? We’ve got good form on that, naming things – Just…
– that then get stolen. – Yeah. You know, the real estate for punchy, single-word names for things is getting a bit scarce now, isn’t it? – It is, but then suddenly, Play Dead out of nowhere. Inside, excellent name! – Hadn’t considered that one. – Yeah. – No. I think eventually Pixar will just… Pixar just took Up, for crying out loud. – I know. How could you sit on Up? (Hannah laughs) It’s just gonna be I next, surely. – Yeah, or like a punctuation mark. Anyway, yes, BELOW for real. Looking forward to it. – (laughs) Sorry, Chris! – (laughs) Chris is definitely the head writer, not “kind of like” anything. And hello to Terr0rBytes, hello friend! Twitch friend. The other game that, funnily enough, because we always talk about sea stuff because we made a sea game and it seems like my life is the sea, I’m ready to go to space, but the game that is the impressionist-looking, based-on-paintings sea game, like ships in combat with each other– – Oh yeah! – Is it called Overboard? Jesus, I want to meet these guys at Rezzed, but I’ve just totally forgotten the name of their game, so now I feel like a right pillock. (Liam chuckles) I’ll look that up. I’ll look that up while we’re talking about something else. So, we had a bunch of questions come in through Twitter. It’s a mixture of stuff. We can do some about Sunless Sea and some about Sunless Skies. Some of them are more suited to a writerly response, so I will hang on to them and we’ll do it when we have a writer in the room. The first one, which I’ve really enjoyed, Casey says, “What inspired the super-aggressive crabs of the Unterzee?” – I think part of it is the crab is the first thing that we made, aside from a ship. A little static ship was the first thing that we made, and then we were like, “Well, it’s got to fight something.” So, Paul came up with this illustration of like a crab with tendril-things with lights hanging off it, like an angler crab. And we originally kind of imagined it being quite small, and then when you first start making a game, the things you start fiddling with are perspective and scale and how things should look against one another. And the first thing we said was, “That’s a small crab. We want a bigger crab than that.” (Hannah laughs) And so it ended up big and then as soon as it was big, it seemed very weird that it wouldn’t hit you very hard ’cause it was a giant crab. – Yeah, really big. – So, yeah, it being tough I think was just because that’s what we landed on, going, “That’s a good sized crab. Now how hard would a crab that big hit you?” – And was that the smaller of the crab breeds, or was that the mega… – So the big ones were the first things we created, the angler crabs, and then we realized they were too tough, so we created the megalops, which became like the smaller, younger brethren, just because that was the first thing that I animated for the game… – Which is where we’re at again now, right? – Yeah! Yeah, so I’m just about to make something again that will be tiny and not supposed to hurt you very much, and we’ll go, “Make it a bit bigger.” (both laugh) – Yeah, everything in space should be really huge and hurt you a lot. Because the pressing concern when you were making the crab was the Kickstarter, right? – Yeah. – So there’s a kind of a push and pull between what we’re developing and where we’re at, and the need to start talking about it, and sometimes the cart and the horse are swapping places really quite quickly while you figure out what you’re gonna see and show. So just this week we’ve been putting together the Kickstarter page, which means building a load of assets that look as though we can make, move, and do things as though they were more finished than they are in order that we can have moving footage for the Kickstarter. So it’s a bit like a soup at the moment, but it’s a soup full of like devious, nasty space beasts. Which is great. Let’s have more of that. This one, ooh, is a contentious one. presumably flat ass says, (laughs) no, UncleCrepitus says, “Any plans to have Sunless Sea save files “interact with Sunless Skies save files, especially regarding the Merchant Venturer?” Now I think we should start by explaining the chronology of Sunless Skies, because with reference to the Venturer, Sunless Skies is set 10 years later than Sunless Sea, so there isn’t so much of a lineup from one game to the other? – Yeah, it’s not as if your captain’s very next step is spaaaaaccccceeeeee. They are going to be thematically linked and obviously it’s gonna be a very similar game to Sunless Sea, but it’s not just like a door opens at the end of the world and you step on through. Which at first I was like, “What a strange, abstract thought.” And then realized I was thinking exactly of the dark portal opening in World of Warcraft. – (laughs) Right. – Which is kind of, I guess that’s one way of looking at a universe expansion is literally a hole in the world opens up and you walk on through it, but it’s gonna be quite a bit more separate. – Yeah, and practically speaking, the way captains are created, we’re elaborating on that and updating that for Sunless Skies. The character creation won’t make characters that are the same. There’ll be more and different and updated options on making a character in the new game. – Yeah, no, absolutely. And as I say, there’s a lot that will be the same, but there’s enough change that even if we did allow importing a save across, you might just find that some of the things you loved and care deeply about your character just wouldn’t make the port across, and that would be very disappointing. So I almost feel as though… I think obviously it’s the same world that you’re going to be roleplaying in, but almost seeing it as like a different take on a character that you’ve had before. Or you can take the ancestry thing a bit further and it’s the descendant of the captain you took out into the Unterzee. – And that’s a really rich roleplay opportunity I think. – Yeah, absolutely. – I know a lot of people had a Fallen London character who they wanted to kind of bring forward into Sunless Sea and the nature of the games was so different that the character was able to do so much new stuff that it just felt like a new lease of life for a character who’d been around for years. – Yeah, no, absolutely. – So I have a few questions here from Alex Watts. I’m gonna start with the last one ’cause it’s where it is on my timeline. – Oh, not him! (both laugh) I’m actually friends with Alex.
– No. – I’m allowed to bad mouth him. – (blows raspberry) We will just deal with this most recent one. “Are there any interesting roads not taken from back when the team was designing Sunless Sea?” I would say initially, probably not, because when you have those additional ideas, what you do is you kill them as quickly as possible so you don’t fall in love with them and then you can’t make them, so you never think about them again. (laughs) – Yeah. – ‘Cause making a game is like a slow death. – Yeah, yeah, it absolutely is. (shouts in surprise) – We can see ourselves all of a sudden. – I don’t like that at all. – Oh Mac, we’ve got Mac on tech helping us. Mac, what are you doing to us? – [Mac] I’m so sorry. (Hannah and Liam laugh) – This t-shirt, by the way, was won for me to retain my honor by another Failbetter employee. Sam won this for me because I’d been out the night before
– (laughs) What?! and hadn’t made it home, so I was just wearing the clothes– – Life has changed, hasn’t it though? – Yes, it absolutely has. – We’re in a better place. (both laugh) – The lovely, gentle hand of the PR person is going, “Do you want to tell this story?” – “Do you want to make sure you’re not going to admit to something awful?” No, he’s a very upstanding young man. – But yeah, he won this at PC Gamer Weekender– – Oh, which we’re going to again. – Yeah, by beating Total War: WARHAMMER. – So you were out all night and went straight to PC Gamer Weekender? – Yep. – Mate! – Off the chain! – (laughs) We do not endorse any behaviors that involve you not going home and getting a good eight hours. So we were saying. – (laughs) Yeah, sorry. – Ideas that you have to let go by the wayside. Are there any that you recall from the development of Sunless Sea, ’cause I wasn’t here. And my response would be probably not because you’ve very good at killing them before people get invested in them and then it’s really easy for features to creep and become bigger and bigger, and then timelines get longer and longer, and the project, you know, it’s all about control. There’s probably some things that we cut that we remember well enough. – Yeah, no, absolutely. I mean part of it is while you’re developing something, a game’s like clay, like it sort of decides to do its own thing sometimes and you kind of lean into that. I’m not a potter, so that might not be true. – Well, that thing about the sculpture is inside the work. – Exactly, yeah. – So you’re just taking away what isn’t the sculpture. – Exactly. And so sometimes you go, “Yeah, that would be good,” and usually it doesn’t happen for a very good reason, like you prioritize something else over it. I know there were quite a few mechanics that we had in mind that as soon as we got people playing the game in Early Access, we’re like, “There does not seem to be much of an appetite for that sort of thing.” So, they seem like a nice idea at the time. I was definitely, “Ah, it’s sad that that one’s not gonna make it in.” But you can usually see the reasons, so it’s very rare that you get to the end of development and go, “That would have made it excellent. I really wish we’d…” – Yeah, ’cause you see from what people think is fun. – Yeah. It’s always the kind of weird, sort of out there ones. I kind of always liked the infinite play idea that we had where when you sailed off, the game wouldn’t stop. You’d just keep going until you ran out of fuel and supplies, and beasties and stuff all popped up. But, yeah, as soon as we realized what needed to go into the map and what people were exploring for, we were like, “This doesn’t seem like the thing that they– – That they really want. – “They were looking for,” yeah. – And closing that off perhaps, like the creative constraint of closing that off made us then come up with the things then that happen when you sail off the map. – Exactly, they wouldn’t have been there, and that’s, I think, one of the most satisfying ways you can conclude the game in some respects, and we would have deprived people of that. – And yeah, it’s cool, but it’s not as cool as this thing happens. “Oh, I just sailed off “and I wonder what’s going to happen when I sail off the edge of the screen?” is such a delicious question, and then the answer would have been, “Oh, it keeps going,” which isn’t as tempting. It depends on the type of game. Oh, Hootsuite went to sleep. Wake up! Okay, anything happening in the chat? Hello! “I love this t-shirt story.” Yeah, sorry about it. We’re just embarrassing ourselves. “No card-based combat for Skies?” No, combat will be live. – Yeah. No, we’re not gonna tackle that one again. The combat’s gonna be similar to Sunless Sea, but it’s definitely one of the areas where we’re looking at deviating from the formula. Because, yeah, we kinda saw room for improvement there. – Yeah. Yeah, and we’ve been doing sprint demos for the team so everybody can see what everyone else is working on, and combat, we’re already pulling and pushing at the seams of it and trying to find interesting ways to make it more dynamic than it was in Sunless Sea. We know that it’s something that people didn’t necessarily enjoy 100% about Sunless Sea, and that it’s a big challenge for us to make it as dynamic and interesting as possible in Sunless Skies. But that’s the good thing about having a sequel. We’ve got this whole wealth of knowledge and understanding from the players, and we’re boiling it down and making it like a delicious gravy and then making that into a stew again. – Yeah. Yeah, no, absolutely. – Was that a metaphor that is all right? You don’t really make stews out of gravy. – You could do. It would be a pants stew. – It would be crap.
(Liam laughs) Let’s get the slow cooker out and try. – The process for making this game has been sort of interesting because you spend so much time, especially at the end of development on a game, looking at all of the small parts of it and making sure that they’re right, and trusting that, especially if it’s been in Early Access as long as it has, that the bones are there and the shape is there and it’s on course, and then you’re like filing down all the edges and getting it just right. And as soon as you start going, “Right, we’ve got to do a sequel,” you have to take that macro view again. You have to go, “Right, okay, so that thing that I’ve just taken “as read as being okay, is that actually right?” It’s just been so interesting looking back on Sunless Sea and going, “Okay, so we could change that, “and that would change that, and bring that in here, and we can give that a boost–” – Elevate stuff. – “Because everyone loved that.” Yeah, it’s a really kind of fun opportunity. – It is! And it’s like, in a game, I think you have more opportunities to make the sequel better than you do in like, a film. Because in a film, it’s very difficult to replicate the things that people enjoyed about it, whereas in a game, you get so much feedback about exactly what people liked. Like down to the stats you can pull out of, we don’t necessarily do that, but the stats that you can pull out of people’s game play. So I think that oftentimes the second game in a series is better in a way that second films in series generally aren’t. – It’s interesting that we don’t pull stats out. We don’t go, “Oh, well, everyone’s dying “over by
– Right there. – “the Avid Horizon or something like that, so we’ll tweak it there.” But what we do a lot of is listen to the stories people tell about their experience and Sunless Sea is definitely a game where you almost want to tell people, rather than about the specifics of a moment you had, it gives you this opportunity to recall this amazing yarn. – Yeah, of your captain’s life. – Yeah, like my housemate who plays it, he’s livid at me ’cause his character died, but his life as a sunlight smuggler with mirrorcatch boxes, he loves telling that story (Hannah laughs)
to anyone who’ll listen. – And it’s true because we saw that head to toe, we saw that from the reviews. Like every single Sunless Sea review basically starts with a paragraph that is, “We were on our last barrel of fuel…” and it’s all really evocative, and then they get into the game, but I don’t know if any of the reviewers realized that everybody did that opening paragraph of their captain’s story. Talk about a compelling reason to play something. Like somebody just tweeted us today their in-game… They keep a logbook– – Oh yeah! That was incredible! – In black ink of their captain. So many people tweet us with their captain’s life story that they write every time they play. It’s amazing. – So yeah, we listen to those stories, and that, more than stats and numbers tend to influence… It’s like, that is a great experience that this person had. What sort of bed can we create that will grow strange plants (laughs) and allow them to have that story again. – But in space. – But in space. – Hello everyone who’s just joined us. Hello, Krizeas, welcome. Okay, we have one slightly off-topic question, but it’s a question we get a lot, and I thought it would be nice to answer it in our first podcast, so it’s out there. @hakim_markovitz says, “Any chance of a tabletop RPG adaptation of the Fallen London universe?” – You’re gonna drop this one on me, are you? – (laughs) No, no, we can answer it together. (Liam chuckles) The answer is probably no, because we a while ago had a project going with some people who make RPGs and RPG handbooks, and it took a lot of our energy and it actually didn’t come to anything. And then we sort of put that to one side and had to keep on with the business that we’re in, which is making video games. And the idea, we get this so often, and it’s clearly a rich and ripe place to do it, and we are really open to someone who professionally does it coming to us with a proposal for it and we would work with them on that. But we can’t make it ourselves and we haven’t had a credible proposal about it since those guys and that didn’t come to anything. – Yeah, I mean, we love tabletop roleplaying games. – For real. – And we love them enough to know that Fallen London deserves some of the hugely talented people who are out there who make these things professionally– – Yeah, make a good one. – To go and make a really good one, ’cause we’re good at making the kind of games we make and they’re really good at making the kind of games they make. I’d just like to see someone else do it justice, I think. – Yeah. I wouldn’t want to put something out that was half-arsed. – Yeah. – You have to whole arse it. – Yep. – Wholing-arse it. Welcome to Brankstone, welcome. Oh, “embarrassing Sunless Sea story.” Brilliant, what’s this? “I’d smuggled souls to Mount Palmerston, got the 1,000 Echoes. Really out of it, didn’t see I wasn’t supposed to just spend it. Then I went to the lady to bring the souls back to London. Then she wanted the money. I didn’t have it and I got beat up by the Bruiser and died.” Yep. (Liam laughs) Yep, that happens. (laughs) Oh dear. Yeah, I know the crate of souls is one
that trips people up quite a lot and the customs, and then the Bruiser. – If someone did create a Fallen London RPG, I would totally run the group. – Yeah, oh, for real!
– How cool would that be if we could play someone else’s version of our… Hmm. It may be deeply arrogant. (laughs) – Very arrogant, but also a really cool way to generate new ideas from within the team. – Yeah. – So if anybody wants to brew it. Yeah, TheBespeckledArchivist is quite right. Somebody did make a fan-made version RGP of Fallen London universe stuff using the Fate system, so there is stuff out there. There you go, Fred’s brother made one, but, yeah, there isn’t an official one. Shame. Somebody says, this is a box full of owls, @howlieT who we tweet with quite a lot. Hello! – Whose house I am going to tonight. – It’s me who I tweet you! Hello! Oh, I don’t know who @howlieT is. – Oh, she’s lovely. – I just know of them as a box full of owls. – It’s going to seem like I know everyone I ever had on Twitter. – We do know everybody in the chat pretty much, almost. They’re wonderful fans and friends. Thank you for coming by, but maybe in the future, we can still meet more strangers that we can impress with our words. Well, howlie just says, “Why Barnet?” (laughs) – Oh right, okay. – So you are the progenitor of – High Barnet.
– Low Barnet. – Low Barnet. (Hannah laughs) High Barnet I’ve always thought was a very funny name for a place. – It’s just a place in London. I don’t know if any of the American friends and family in the audience know that, but it’s just a place. – I think it’s because every time someone says High Barnet, and I’ve got a friend who’s like, “Oh yeah, I’m from High Barnet,” and every time he says it
(Hannah laughs) the first thing I think of is like a mountain of hair very precariously placed, like, “Ooh, that’s a high barnet.”
– (Blows air) In the wind. – Yeah, so the place High Barnet is never far from my mind. – (laughs) And your heart. – And my heart.
(Hannah laughs) So we were talking about sunken locations that could be just north of central London, the first thing I thought was High Barnet, and then the second thing I thought was Low Barnet. – Low Barnet. I do believe, we have said previously, we have revealed that there will be a Barnet in the skies. – Yes. – (laughs) We’re sticking with Barnet. Aw, poor old Mac’s having a cough in the background. Are you okay, Mac? – [Mac] We got two new followers. – Yay, two new followers! Welcome. Oh, we should get some pling pling so we can see that. – [Mac] …but you just can’t see it. – Oh, we can’t see it. Well, welcome, but also. Oh, well done. Is it iannoone “working on a D&D-like FL game.” – That sounds awesome. – Go for it. Yeah, mechanics. You see, we’d spend all of our time doing that if we started doing it. I don’t know if we have any more questions. Somebody asked about the Pirate Poet storyline, making that available to non-Kickstarter backers. Expect news on that this month. That’s all I have to say about that. And I think that that’s everything that we have from the Q&A shoutout we did this afternoon, which is quite good.
I think we talked quite a lot about some nice different things. It was good. If there are any questions in the chat real quick, I’d like to keep this about half an hour, so that it’s not a desperately long video when it goes back up. But thank you so much for coming and spending half an hour with us. It’s always slightly mad to us. As you may have seen, Haley and I were talking about when we were warming up
that there were just loads of people, there, and they’re just there and they’re interested. It’s brilliant! (laughs) So as you can tell, we’re still a relatively small studio. “Is there going to be something like Frostfound in…” Blergh, maybe. Like how? “How does the estimated size of Sunless Skies compare to Sunless Sea?” That’s a really good question. – It is, it’s a great question, and I think it’s one we’re still sort of working out. We’re sort of fortunate in that space doesn’t have the same constraints that a cavern… – Yeah, it doesn’t have coasts. – …Underground have, so, we can choose to show as much of it as we like. We’re not gonna show all of it, but yeah, size-wise, I guess a good ballpark is something very similar to Sunless Sea, but we really don’t know yet. – Yeah, and bearing in mind that Sunless Sea has increased in terms of story size since we launched it quite a lot. Sunless Sea is quite a mature game now. – Yeah. – So the Sunless Sea you’re playing today, you might have a concept of how big that is and how many stories that is, but Sunless Skies will almost certainly come out of the gate a little bit leaner than than because it will, fingers crossed, be loved and developed for a while after release. – Yeah, often you can plan out something that’s like huge and vast and intricate, and it’s amazing but it’s very densely packed, and you can’t then fit anything else in it. Like one of the things that we’re really grateful for with Sunless Sea is there was just space to tell other stories, and we want to make sure that that’s true when we get cracking on Sunless Skies as well. – Yes. Yay, ooh, okay, let’s see what else we have. – Oh yeah, there are things on the cavern roof. – Yeah. There’s plenty of stuff on the cavern roof. Gross things and things that have… Carapaces? Is that what they are? And that drops down and it’s a whole thing. Don’t want to go too much into ’cause it feels like lore-y spoilers, but yes! “Now there is space to tell all those stories in.” Exactly, actual space though. Not space like you might think of it, but space of a sort. – It’s been so fun working out what everyone’s perceptions of what… – The High Wilderness. – Yeah, the High Wilderness would be like, and kind of going, “Yes!!” Because there’s some concepts
that just feel immediately right, and I’ve just loved everything. Like I just love the description of how cold it is. I feel like the experience of Sunless Skies when you’re first setting out could feel a lot like an Arctic expedition. – Yes, exactly, yes. Like you’re really on the edge of something. – Yeah.
– It’s gonna be so cold, and you’re gonna need your wits about you all the time, and even if you have all the resources in the world, a moment’s lapse… – Yeah, like you’re entering this place that is awesome in the classic sense of the word, but like terrifying and you just don’t know what you’re going to necessarily find out there, like this blinding light and the cold and ooohhh! It’s so exciting! – It is really exciting. Like it invigorates me to talk about it. Okay, so we’ll just do a couple more, and then we will sign off. “What level of backer will I need to be to get some Hesperidean Cider?” We’re currently discussing whether or not we do that, basically. How much would you pay for it? Let me know. – We’re thinking 10 pound. – 10 pound? 10 pound, yeah? But for real, how much would you pay for it (Liam laughs) because we’re just talking today actually about, “Well, is it still a compelling thing to ask people to back for?” – [Mac] Another two new followers. – Oh, two more new followers! Mwah! “Will the Dawn Machine or similar have a return role in Sunless Skies?” Mmrph, spoilers. I can’t really talk about that in any detail. It’s the domain of the Judgements. There’s a lot going on up there. The Dawn Machine is a fake Sun. Hrmm. “$300 dollars US.” (sucks in her breath) Whoa, my. I don’t know, what do you think? Shall I just dig one out and send one? – Yeah, I was about to say, maybe not the Kickstarter, but.., – If you want to just PayPal that over, I’ll sort you out. I’ll go into Debug. No. (laughs) – “SAY NOTHING.” – I said nothing. Is that good? Did I say enough nothing? Oh, I hope I’m not in trouble. Oh, the questions are turning very lore-y now and I can’t really speak for any of them. I think a lot of it is too much too soon. Too many parts are still moving, and we wouldn’t want to spoil anything for people who aren’t so deeply into it as the wonderful individuals who are clearly people who we know from the Failbetter forum. So, thank you very much, Liam, for coming in here into this echoey room and doing this with me. – Thanks for having me. – Aw, thanks! Thanks, Mac. I’m sorry that you’ve been coughing. I hope you’re okay. Mac’s dead. That’s the end of the stream. – Oh, I’m definitely going to answer that one! There is definitely astronomy gastronomy. – Oh, for real, yeah. – Space cooking is definitely going to be a thing. – Some of the stuff that you eat up in the High Wilderness we’ve just been talking about today, and I can’t wait, I can’t wait, to talk to people properly about it! It’s gonna be great! So, a bit of business. You can follow Liam at @LiamWelton, you can follow me at @h4nchan, H-4-N-C-H-A-N, you can follow Failbetter at @failbettergames everywhere it counts: Twitch, Tumblr, Facebook, Twitter, everywhere. We will do more of these if you think that it was good. We will do them and we’ll have a bit more formulated content, probably, but taking questions has been really fun. Thank you so much for coming and spending some of your life with us. That is amazing and your energy and your attention is amazing. Don’t forget that the Kickstarter starts on the first of February. Follow us on Kickstarter, please, to get a notification when we press the button. We will no doubt be live, and it will no doubt be here, and you’ll no doubt be watching if you’re watching it now, but follow us on Kickstarter. Please don’t miss the beginning. The beginning few days are going to be so exciting. We have so much planned, and hopefully you guys are gonna really enjoy what we’ve come up with in terms of backer rewards and goals and nrgh, stuff! So, that’s it from us. – Do we need to sign off? – Oh yeah, like at the end of MBMBaM. – I can steal one. I’ll steal one from another podcast that I do from Bec Hill– – Are you ready to press the button? – Who in turn stole it off of someone else. I’m Liam Welton, one of you has been poisoned. Good night. (Hannah laughs)