Now, I'm happy with how the Stasis story has progressed and grown since my first ideas. The problem with these drafts, in a game environment, was that the first act was, well.boring. The biggest issue I had with the first concept stories for Stasis - they'd work fantastically well in movies (where you can control the pacing, the "what's going on" moments can be tailored, edited and crafted to the message you want to bring across. I began writing a story following a deep space salvage captain who stumbles across a large floating derelict ship (by this time called the Groomlake). What appealed to me the most was the idea of boarding a ship from the point of view of a stranger. They have amazing scenes of a crew discovering a lost ship. A psychological story that honestly would've made a more interesting novel than a computer game!įrom there, I watched a whole lot of sci-fi and horror movies (as I do) and the two that stood out for me were Ghost Ship and Virus. The first iteration of the Stasis story involved a ship stranded on the edge of a black hole and everybody on board going insane from being stuck in time. The setting of a derelict space ship was also in place since the original drafts (originally called the ICS Sebastian, after my departed pet dog), but the meta story of a man finding his family only came about much later in the process. The original plan was for me to focus on the graphics and then team up with a programmer to develop the pure technical parts, the story, characters, and the rest of the game. How does your original plan for the project compare with what it is in 2013?Ĭhris Bischoff: The game was always planned as a 2D isometric adventure game, so the core aspect hasn't changed from my very first tests. ![]() IGN: Stasis has been in development for three years already, and is now featured on Kickstarter and Steam Greenlight, with a playable alpha version available for download.
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