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Introversion Software

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British independent games developer

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Introversion Software Limited
Company typePrivate
IndustryVideo games
Founded2001; 25 years ago (2001)
HeadquartersWalton-on-Thames, England
Key people
  • Chris Delay
  • Mark Morris
  • John Knottenbelt
  • Thomas Arundel
Products
Number of employees
12 (2017)
Websiteintroversion.co.uk

Introversion Software Limited is a Britishvideo game developer based inWalton-on-Thames, England.

History

[edit]

The company was founded in 2001 by three friends, Chris Delay, Mark Morris, and Thomas Arundel, who met as undergraduates atImperial College London.[1] The company originally labelled itself "the last of the bedroomprogrammers" due to the trio working out of their homes – they moved into an office when working on their fourth game,Multiwinia. Their first releasedvideo game,Uplink, was programmed and designed almost exclusively by Chris, while Mark and Tom handled marketing, materials and the other business elements. Their small initial investment enabled them to buyCD-Rs andprinter cartridges. Early copies of the game were handmade. The company was able to fully make back their investment within a few hours of accepting orders. A large community formed, and the team, along with a new programmer Andy Bainbridge, started work on two new games.

Darwinia was released to much critical acclaim and was eventually re-released viaSteam on 14 December 2005[2] On 29 September 2006, Introversion Software launched its third game,DEFCON. Shortly after, Introversion had measured their bandwidth in terabytes for the first time. After the release ofDEFCON, Introversion began work on a game calledSubversion.[3] Their next game, however, wasMultiwinia, a multiplayer follow-up toDarwinia, and was released on 19 September 2008.

Darwinia andMultiwinia were ported for theXbox 360. This resulted in the eventual release ofDarwinia+, which included both games, to theXbox Live Arcade on 10 February 2010.[4]

Subversion delay andPrison Architect

[edit]

After the release ofMultiwinia in 2008, Introversion announced the commencement of working on a game calledSubversion in December of that year.[3] This was followed by a series of blog-posts about the development of the game and itsprocedurally generated urban areas[5] and the game was shown at the World of Love event in 2010.[6] In October 2011, after three years in development,Subversion was announced as delayed.[7]

Their new game was announced asPrison Architect during theHumble Indie Bundle release of Introversion games andtech demos ofSubversion material, along with a treasure hunt of information on the new game hidden within the tech demos.[8]

Financial history and independence

[edit]
This section'stone or style may not reflect theencyclopedic tone used on Wikipedia. See Wikipedia'sguide to writing better articles for suggestions.(November 2023) (Learn how and when to remove this message)

After a low-key launch,Uplink was a critical and commercial success for Introversion. A visit toE3 2002 saw the team "rinse £10k in a week on speedboats and fast cars", but regret soon set in as they watched their income steadily decline, since "in the games industry, you make 75% of your total revenue for the product in the first 6 months".[9] By December 2002, then-publisherStrategy First had stopped paying royalties forUplink; they would later file aConsumer Proposal, but were acquired by Silverstar Holdings in early 2005. Even with the cash flow from direct sales, Introversion ran out of money in the middle of 2003.[9] The company hovered on the edge of bankruptcy, with the team selling most of their worldly goods, as their second project and only hope for funds—Darwinia—"slipped relentlessly".[9]

Darwinia was eventually released in March 2005, but despite a strong opening weekend, sales soon slipped too low to sustain the company. Within six months, the developers were back on UK government benefits until November, when they contactedValve "on a whim"[10] to try to set up adigital distribution deal on theirSteam platform. Valve responded enthusiastically and, following a 14 December 2005 online launch, digital sales, which exposed the game to a new, global audience, kept the company going through to the release of their third game,DEFCON.

On 15 September 2006, the dayDEFCON pre-orders were made available, Introversion spent their last £1500. Fortuitously, the game "did much much better than [they] ever imagined" and funds for at least the forthcoming twelve months quickly rolled in to replace it. Seemingly financially secure, the company placed their eventual success largely at Valve's feet: "Steam has made Introversion a commercial success", Tom Arundel is quoted saying.[11]

By early 2010 the company was back in financial trouble. After spending over a year portingDarwinia+ to theXbox 360, the game was not successful at launch. "It just really bombed. We missed the entire audience, I think", director Mark Morris said.[12] The launch was in fact so poor, the company was able to tell in the first 10 minutes that it would not make enough money to save the company.[12] At this time the company was so deeply in debt that by continuing operation the Directors faced criminal prosecution underUK insolvency law.[12] "Tom (Arundel) spent a lot of time in those final days genuinely convinced that we were trading insolvently, probably trading insolvently, which is a criminal offense. So he was arguing that we needed to stop immediately, completely down tools, or there was a very real possibility that we would face prosecution".[12]

Slowly Introversion's finances changed again. In Q3 2010 the company was able to add Steam achievements toDEFCON which resulted in the game being prominently featured in a sale.[12] Morris credits the $250,000 generated by the Steam promotion as saving the company.[13] Later, Introversion's games were featured in aHumble Indie Bundle that launched in November 2011. The "Humble Introversion Bundle" sold 190,261 bundles and generated $779,026.33. Introversion used the money for the ongoing development of their next game, entitledPrison Architect.[14]

As of 26 September 2015,Prison Architect had grossed over $19 million in sales, and over 1.25 million units of the game had been sold.[15] By the end of August 2016 when the final version '2.0' ofPrison Architect was released, the number of individual players was given as two million.

Their next title,Scanner Sombre, was released in April 2017,[16] after a 9 month development stage. The game sold only 6000 copies upon its release. Chris Delay remarked that it had "bombed in a big way".[17]Virtual reality compatibility has been implemented into the game post-release, supporting both theHTC Vive andOculus Rift, and was released in late June 2017,[18] marking the developer's first (and to date only) foray into VR.

In January 2019, Introversion andParadox Interactive announced that thePrison Architectintellectual property was being sold on to Paradox for an undisclosed fee, so that Introversion could concentrate on new projects while Paradox continued to support and expand on the property.[19][20]

On 28 May 2022 Introversion announced their new science fiction themed video gameThe Last Starship, which released inearly access on 15 February 2023.[21][22] It was released out of early access on 3 February 2026.[23]

Games

[edit]

Other projects

[edit]
  • Subversion (cancelled)[28][3]
  • Chronometer (optioned but not developed)[29]
  • Wrong Wire (cancelled)[30][31]
  • Order of Magnitude (cancelled)[32][33]
  • Spacebots (cancelled)[31]
  • Megaprocessor (cancelled)[31]
  • Voxel Factory (cancelled)[31]
  • Nanotech (cancelled)[31]
  • Deep Space Industrial (cancelled)[31]
  • Praxis (cancelled)[31]

References

[edit]
  1. ^"Introversion Software . About Us". Introversion.co.uk. Archived fromthe original on 9 February 2014. Retrieved3 February 2014.
  2. ^"Darwinia on Steam".Archived from the original on 7 September 2016. Retrieved3 September 2016.
  3. ^abc"Introversion • View topic – It's all in your head, Part 1". Forums.introversion.co.uk. 19 December 2006.Archived from the original on 18 August 2013. Retrieved3 February 2014.
  4. ^"Darwinia+".Archived from the original on 20 June 2017. Retrieved12 June 2017.
  5. ^Co-Founder, Jim Rossignol; Rossignol, Jim (20 February 2010)."Subversion Unveiled".Rock Paper Shotgun.Archived from the original on 21 February 2014. Retrieved3 February 2014.
  6. ^"See Subversion At World Of Love".Rock Paper Shotgun. 30 November 2010.Archived from the original on 21 February 2014. Retrieved3 February 2014.
  7. ^Smith, Adam (17 October 2011)."New Introversion Project, Subversion Delayed".Rock Paper Shotgun.Archived from the original on 6 January 2014. Retrieved3 February 2014.
  8. ^"Introversion HumBundle And Hunt Updates".Rock Paper Shotgun. 30 November 2011.Archived from the original on 21 February 2014. Retrieved3 February 2014.
  9. ^abc"Becoming a proper company....,"Archived 17 March 2007 at theWayback Machine Tom, Introversion staff.
  10. ^"Introversion talk Steam".The Steam Review. 15 July 2006.Archived from the original on 2 December 2006. Retrieved12 April 2007.
  11. ^Hyman, Paul (March 2007). "State of the Industry: Digital Distribution".Game Developer. CMP Group. p. 14.
  12. ^abcde"That which does not kill you..." 21 July 2014.Archived from the original on 24 July 2014. Retrieved22 July 2014.
  13. ^Gillen, Kieron (23 August 2010)."How A Steam Promotion Saved Introversion".Rock, Paper, Shotgun.Archived from the original on 14 May 2014. Retrieved22 July 2014.
  14. ^"Introversion • View topic – Number of players : Doubled". Forums.introversion.co.uk.Archived from the original on 18 June 2013. Retrieved3 February 2014.
  15. ^Purchese, Robert (30 September 2015)."Prison Architect earns $19m from 1.25m sales – but what's next?".Eurogamer.Archived from the original on 6 February 2019. Retrieved30 September 2015.
  16. ^"Introversion's Scanner Sombre surfacing on Wednesday".Rock Paper Shotgun. 24 April 2017.Archived from the original on 1 February 2021. Retrieved9 February 2021.
  17. ^Purchese, Robert (26 June 2017)."Prison Architect dev Introversion reflects upon Scanner Sombre, which "bombed in a big way"".Eurogamer.Archived from the original on 30 November 2017. Retrieved9 February 2021.
  18. ^Livingston, Christopher (13 May 2017)."Scanner Sombre is coming to VR".PC Gamer.Archived from the original on 18 September 2017. Retrieved9 February 2021.
  19. ^"Paradox Interactive acquires Prison Architect from Introversion Games".VentureBeat. 8 January 2019.Archived from the original on 3 February 2021. Retrieved23 January 2019.
  20. ^"Paradox acquires Prison Architect from Introversion Software".GamesIndustry.biz. 8 January 2019.Archived from the original on 24 March 2020. Retrieved24 March 2020.
  21. ^ab"EGX 2022 – Hands-On with The Last Starship!".Movies Games and Tech. 28 September 2022.Archived from the original on 7 November 2022. Retrieved7 November 2022.
  22. ^"The Last Starship on Steam".store.steampowered.com.Archived from the original on 7 June 2022. Retrieved6 June 2022.
  23. ^ab"The Last Starship - Official Launch Trailer".IGN.Ziff Davis. 3 February 2026.Archived from the original on 4 February 2026. Retrieved19 February 2026.
  24. ^"'Last of the Bedroom Programmers' Announce Multiwinia on PC" from Introversion's press releaseIntroversion Announces MultiwiniaArchived 28 January 2013 at theWayback Machine, 27 February 2007, 2:57 p.m.
  25. ^"Welcome to Paradise – Introversion".Archived from the original on 28 January 2013. Retrieved29 January 2008.
  26. ^"Darwinia+ XBLA Xbox Live Arcade".Archived from the original on 30 May 2013. Retrieved5 July 2009.
  27. ^"Scanner Sombre – Introversion".Archived from the original on 27 April 2017. Retrieved26 April 2017.
  28. ^Welsh, Oli (11 July 2012)."Rezzed Sessions: Why Subversion sucked and Prison Architect won't".Eurogamer.Archived from the original on 18 July 2012. Retrieved17 July 2012.
  29. ^"Chronometer – Introversion".Archived from the original on 28 January 2013. Retrieved9 July 2008.
  30. ^"Wrong Wire – Rock, Paper, Shotgun – PC Game Reviews, Previews, Subjectivity".Rock Paper Shotgun. 26 August 2016.Archived from the original on 21 December 2016. Retrieved29 April 2017.
  31. ^abcdefg"Failed Prototypes".Archived from the original on 24 January 2021. Retrieved7 February 2021.
  32. ^Cox, Matt (26 April 2018)."Order of Magnitude".Rock Paper Shotgun.Archived from the original on 28 April 2018. Retrieved27 April 2018.
  33. ^"Introversion has stepped away from Order of Magnitude, but the game's DNA lives on in next project". PC Games Insider. 7 February 2019.Archived from the original on 25 September 2019. Retrieved21 May 2019.

External links

[edit]
Introversion video games
Artists
Other
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