Albert Säfström (@InterWill) header
Albert Säfström (@InterWill) profile picture

Ihop med @HannaBrus

Stockholm, Sweden
Joined January 2009
Photo by Albert Säfström (@InterWill)Photo by Albert Säfström (@InterWill)Photo by Albert Säfström (@InterWill)Photo by Albert Säfström (@InterWill)Photo by Albert Säfström (@InterWill)Photo by Albert Säfström (@InterWill)Photo by Albert Säfström (@InterWill)Photo by Albert Säfström (@InterWill)Photo by Albert Säfström (@InterWill)Photo by Albert Säfström (@InterWill)
Albert Säfström retweeted
We’re proud to announce that #Valheim 1.0 is out now! Gather your friends, sharpen your axes and check out the patch notes below. We’ll see you in the tenth realm! valheim.com/news/valheim-1-0…
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Albert Säfström retweeted
⚔️GATHER THE LEGIONS ⚔️ Romestead is available for 20% off in our biggest discount yet! There has never been a better time to survive the fall of Rome together with friends!!! #romestead #gamedev #survivalcraftingfest
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Albert Säfström retweeted
We are 10 devs working on this crazy stylized open world delivery game, its been quite the ride & we've been asked for more gameplay footage so at Future Games Show we provided some! Check it out here! youtube.com/watch?v=YisxuAfg… #IntoTheWindGame #IndieGames #Gaming #CozyGames
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Albert Säfström retweeted
We chatted to Bloom & Gloom Games to get an exclusive look at Into the Wind, a delivery-focused life simulator where you pilot a sentient flying motorcycle. It's coming soon to PC, and you can sign up for playtests on the game's Steam page.
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Albert Säfström retweeted
Did you know Romesteads starting area used to be the deadliest biome in the game? #romestead #gaming #indiegame #indiegamedevelopment
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Albert Säfström retweeted
This indie team is making a game where you run deliveries on a sentient motorcycle that also becomes a plane - Battle rowdy air pirates - Upgrade your bike and furnish your home - Solve your uncle's disappearance It's called Into the Wind. Would you play this?
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Albert Säfström retweeted
Into the wind 👀
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Albert Säfström retweeted
Only one week in and 250,000 Romans have joined the fight against the fallen hordes (and the bugs and balancing)! With that, we'd like to give you a glimpse into the why's, what's, and how's of Romestead and our future together! store.steampowered.com/news/…
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Albert Säfström retweeted
What a crazy launch it has been! THANK YOU to everyone who has played the game during our launch period! We have made a post over on Steam that highlights some more of the known issues and our plan going forward! Read it here! store.steampowered.com/news/…
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Albert Säfström retweeted
ROMESTEAD AVAILABLE NOW!!! The sun rises over the ruins of Rome, only a few survivors stand in its ashes. Grab your carts, sharpen your gladii, and fight... FOR THE GLORY OF ROME! store.steampowered.com/app/1…
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Albert Säfström retweeted
We've been busy constructing for months - but in a few hours the gates open. See you soon...
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Albert Säfström retweeted
Crawling with hostile creatures, the Volcanic biome rewards resilient explorers with valuable resources and hidden secrets. #screenshotsaturday #indiegame #indiedev #gamedev #Romestead
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Albert Säfström retweeted
5 Days Remain! Curious about what to expect from Early Access, or when Romestead releases in your timezone? Head over to steam and read our latest news post! store.steampowered.com/news/…
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Albert Säfström retweeted
New Art Alert! Our new art captures the spirit of Romestead! Action, Excitement, Cart trains, and Potmen! What else do you need?
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Albert Säfström retweeted
Romestead's wild blend of Ancient Rome with souls-style exploration and cozy community builder – with zombies that come out at night – has the makings of one of the most original genre mash-ups in some time. Our preview: bit.ly/4v3yJ1M
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Albert Säfström retweeted
In one week from now, we will be farming our crops. Imagine where you will be, and it will be so! One week remains until the gates to Romestead opens up! What do you look forward to the most?
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Albert Säfström retweeted
Romestead hits 250k wishlists! Thank you ALL for your support! If you'd like to read a bit more about what's next, or potentially help us translate Romestead to your language, check out our steam post! store.steampowered.com/news/…
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Albert Säfström retweeted
There’s a pattern we should talk about that has quietly killed a lot of great games over the years. It usually pans out like so: 1) Developers listen to players and think they do them a favor by giving them exactly what they asked for. 2) Players love it - at first. 3) After that, for some 'mysterious' reason, players lose interest and the game slowly dies and nobody is quite sure why that happened. The truth is that players will always push for fewer restrictions. They'll always argue for endless farming, easy power creep, never getting locked out of any content, making things more convenient, removing any sort of gates, etc. etc. And usually, even if you give in to things that will hurt a game in the long run, you get applause, at first. But you also just removed some of the very things that made the game special. Magic in games often comes from limitations. Scarcity, anticipation, effort, friction... all of these things have meaning. And if you remove those out of the equation, you logically remove meaning. Christmas is magical exactly because it happens once a year. If you had Christmas every day, you wouldn’t make it better - you’d destroy what made it special. As a parent, I know how excited my boys are when December hits and they start dreaming about how amazing Christmas will be. They start talking about which awesome presents they'll receive and every day they come up with new things. The parents challenge is then to intently listen and to understand what your kid really wishes for - and after thoughtful deliberation, you turn THAT into their present. You don't give them everything they wanted, you give them what they deep down truly wished for. And that's what makes it magical for them, because you actually spent the time and were thoughtful enough to truly understand who they are. And the same is true for games. When everything is always available, then: - Nothing feels special - Nothing is worth planning for - Nothing creates stories anymore You’ve optimized the fun out of the system. We’ve seen this over and over: You remove keys, costs, or gates and players gleefully cheer you on. But suddenly: - The gameplay loop breaks - The economy collapses - The sense of progression disappears Another example: social friction. The magic of early World of Warcraft was that it was basically the first social network. You had to actively talk to people, organize raids, build relationships and in the process a lot of people created life-long friends. Then players kept asking for features like LFG and developers caved in with the argument that removing friction is good. But suddenly, your friends didn't need you anymore. You weren't seen as an important part of their group anymore, you became an annoying obstacle that could be side-tracked. And losing your friends is a horrible feeling, as it should be. Here’s the uncomfortable truth: Players are very good at optimizing for short-term satisfaction. But they are incredibly bad at protecting long-term fun. THAT is the developer’s job. Sometimes you have to stand your ground and say no. Not to frustrate players, but to protect their experience. Because if you give players everything they want… You might be taking away the reason they loved your game in the first place.
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Albert Säfström retweeted
🏛️ANNOUNCING ROMESTEAD!🏛️ Step into the open-world town-building survival game set in a fantastical version of ancient Rome! Check out the official announcement trailer here, as seen on #FutureGamesShow! youtu.be/qH0l3VLKIIA
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Albert Säfström retweeted
Hej! Behöver du repetera dina kunskaper i hjärt-lungräddning? Här finns en kostnadsfri interaktiv utbildning från Svenska HLR-rådet: allakanhlr.nu/! #KunskapRäddarLiv
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