Cassiopeia Developments ๐ŸŒŒ Sym.BIOS: Torn Asunder
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Cassiopeia Developments ๐ŸŒŒ Sym.BIOS: Torn Asunder
@cassiopeiadevelopments.com
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Salutations! Small #french #indiedev studio making #narrative #indiegames Makers of Sym.BIOS: Torn Asunder, available here: https://linktr.ee/cassiopeiadevelopments
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The price of Sym.BIOS: Torn Asunder has now been updated to $7.99 on both Steam and GOG. It's now down to $0.99 without tax on Google Playstore.

#spaceopera
#scifi
#indiedev
#indiegamedev
#gamedev
#visualnovel
#visualnovels
#visualnovelgaming
#visualnovelgamer
#visualnovelgames
#visualnovelgame
Until the AI bubble burst in 2026, when they all move away from this nonsense again.
The price of Sym.BIOS: Torn Asunder has now been updated to $7.99 on both Steam and GOG. It's now down to $0.99 without tax on Google Playstore.

#spaceopera
#scifi
#indiedev
#indiegamedev
#gamedev
#visualnovel
#visualnovels
#visualnovelgaming
#visualnovelgamer
#visualnovelgames
#visualnovelgame
I love this place, brutalist architecture was a reference for some buildings of Sym.BIOS: Torn Asunder. But the Barbican's layered setup is fascinating as reference for game levels. I always wondered how high I was compared to street level.
Sym.BIOS: Torn Asunder cost between โ‚ฌ120.000 and โ‚ฌ140.000 to make. The game is a VN with 600 pages of dialogue, tons of characters and backgrounds, and to finish all routes it takes about 15 hours.
Meant if you were. But then it becomes a job in itself.
It's complicated to post anything significant without turning it into a day blog of random stuff people might get bored of. You can try doing a bit more, and see if there's any shift in engagement.
In order to engage your community, if there's any sort of interesting thing to tell, go for it. We only did updates when there were trailers to show and I regretted doing that.
You mean like messages on the community board?
Only when there's an actual update to the game content, or any event (sale, or assimilated).
Goes in the same bullshit drawer as Thoughts and prayers.
There's been the usual self-doubts, but once those are gone, it's a nice balance and keeps the mind fresh for new ideas. The brain keeps on working all the time, passively, so it's great for concept and preproduction on one-man games.
Except during production, I work on the game only during the morning. In the afternoon it's games, music and movies and some exhibitions. Especially true during summer heatwaves.
I've tried twice and couldn't get into it. The idea is brilliant, but the moving about at snailpace killed it.