At Gamescom 2016, we also found the awesome Brjann Sigurgeirsson who is responsible for PR and marketing for the long-time running indie company, Image & Form Games. Brjann took the time to talk to us about the long history of the company in making games. “We have remarkable people working in our company after so many years,” said Brjann who went on to explain why he is no longer programming now and is instead doing marketing and all the “boring stuff.”
Brjann told us that I&F started out in 1997 and now has 18 people working in it. They made Steamworld Tower Defense for the DSI and thus joined the Nintendo family. They started very indie on mobile platforms and then in 2012 moved out of that business. They also made Anthill which to their surprise did very well on the appstore. In 2013 they made Steamworld Dig for Nintendo yet again, which had an amazing commercial success and people received it in a very good way leaving both good feedback and reviews for it. It ended up being one of the 3 top-rated games for its console during 2015 on meta-critic. “Working with Nintendo made us a household company, mostly in the nintendo community.”
Regarding Streamworld Heist, Brjann told us that they are now coming to the Wii U and they are also releasing a new DLC sometime soon. The iOS port is also almost done and they will have a proper official announcement for that soon as well. “We planned on spending 10 months to develop the game but ended up spending 22. We changed a lot of things such as removing perma-death and the roguelike feel of it. We thought to ourselves, what was it that we have to kill to make it good?”
SteamWorld Heist is a strategy, turn-based game, which puts you in charge of a group of robot pirates, boarding and looting their way through spaceships. In every turn you decide how each robot will move and where and who it will shoot, so some good planning will go a long way in this game. You can also customize your pirates and upgrade their weapons, so that you may become a more fearsome enemy for your foes in these preceduraly generated levels.