Greetings, Adventure Lovers!

I’ve been hard at work aboard the Groomlake this past December and January, and I have an exciting STASIS progress update.


So, what’s been going on for the last few weeks? Well, quite a lot! Since our last update we’ve completed ALL of the main puzzle chains for the Beta. I’m working on a few last minute details, and we’ll soon be full swing into our internal testing. This means that STASIS is playable from the very first screen to the very last area that our Beta players will encounter! It’s now a process of hunting down bugs, tweaking the interface, adjusting effects, and making certain that the game play is as smooth as possible.

We’ve been sure to add complexity to some of the puzzles. I must say that puzzle design is one of the highlights of the process for me. Nic and I would have a cup of coffee and talk through the chain of events needed to complete a game task, often coming up with ideas and areas on the spot.  It is a free form way of design – something that I believe is only possible with a very small (in this case 1) team to implement the decisions.

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The Beta, which covers 3 of the 4 chapters of STASIS, will be in Alpha testing from the end of this month. What this will entail is testing STASIS internally, to iron out as many bugs or glitches as we can. I really want the Beta testers to experience the game as completely as possible. We’re hoping to wrap this process up during February. At the same time, I’ll be polishing up the final chapter.


If you had any doubt about STASIS being a mature adventure game, fear not! We received our ESRB Rating, and I’m proud to say that STASIS will be rated MATURE 17+ for VIOLENCE, BLOOD AND GORE, SUGGESTIVE THEMES, and STRONG LANGUAGE. 


Our voice actors really have gone above and beyond, and have produced acting that I believe is AAA quality!

The voice acting is the meat and potatoes of the story. It’s how we move along John’s emotional journey – and without that core the rest of the game would feel empty … hollow.

To make sure each line delivered the right punch, the voice actors read their lines in a variety of styles and with different emotional inflections. I then take those recordings and tweak the dialog to make sure that it’s EXACTLY what I need for the scene.

We decided early in development that STASIS wouldn’t have dialog trees, allowing us to create a cinematic flow to the conversations.



STASIS made it onto ROCK, PAPER, SHOTGUN’s Top 2015 Games list:


Nic and I are excited to be attending GDC ( this year. If you’re a fellow developer and want to chat, Tweet me @Stasisgame


It’s unbelievable to look at how far STASIS has come in the last year. I started working on it full time on January 5, 2014 (with thanks to you guys). While the amount of work is immense, I know that it will be worth it when you can experience the game and the world that we’ve created.

I can’t thank you, the Backers, enough for having the faith in us to make this game a reality. I just know that you’re going to be proud to say that you backed STASIS!


Twitter –

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A year ago today I clicked the big green LAUNCH button and listed STASIS on Kickstarter.

I want to give you an in depth look at what we’ve been up to and where we’ve been allocating our time and your money. So much more has been added. More than initially planned. STASIS is now looking and feeling like the game I dreamed of all those years ago – this has taken a little longer than anticipated, but is coming together splendidly….

Please see the full update with pretty graphics here:

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September Update


Greetings Stasis fans!

Since our last update, we have been very busy.

The script/screenplay is complete and edited – and has been sent off to the talented voice artists.

The computer voices have also been completed and replaced. Now each computer system has a unique personality, and it sounds awesome!



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The Music of Stasis

The Music of Stasis

Skip the text and listen to the music here:

Music is incredibly important to me. While I’m usually a I-can-do-it-on-my-own person, I knew that having the perfect music for Stasis would mean having to find a pro.

One of the main goals of the Kickstarter campaign was to bring on a professional composer to translate the Stasis world and story into music. That is way easier to say, than do!

When Mark Morgan asked to be a part of the project I almost fell off my chair. It’s no secret that the Fallout series was a transformative experience for me when I was younger; to have Fallout’s composer work on this little project of mine… well, I was more than a little intimidated!

From the get go, Mark and I shared the same vision for the sound of Stasis. The main sounds of the game come from John’s surroundings (you know who John is by now!) but the music comes from within. It’s his experience – his personal story – that is being told through the score. Mark instantly understood what I was trying to put across and has created a haunting internal score.

The idea was to have a strong melody base around a lullaby. Creepy, huh? There are early leanings towards this idea in the trailers, as well as the opening piano music in the Alpha (played by me when I was in my I-can-do-it-on-my-own stage). Mark took this concept and created a beautiful melody that we are using as a foundation for the score.

Instead of focusing on scene based music, we’re using the score to accentuate John’s emotions. HOPE, FEAR, TERROR: these are the central themes for the music of Stasis – the skeleton that everything hangs off of.

I’m incredibly proud to give you a small glimpse into the musical world that Mark has created.


Interview with Mark Morgan:

The main lullaby is a strong piece of music as a melody – something I know that was difficult to pin down. When creating ‘Dream Of Us’ (the main lullaby tune), what were the inspirations for the piece?

Mark Morgan: To me, it was about John singing a lullaby to his daughter so I envisioned what that would be like and went for a simple melody that could be sung by itself.

Is it difficult to create the emotional aspects from this melody? Do you draw from previous experiences? Or is it a process of trying different keys and instruments and seeing what fits?

Mark Morgan: I think it’s a combination of both. The goal is to have a melody that can speak to you differently depending on the vibe. I believe that it all indirectly comes from your existence and experiences as a human being, rather than finding that emotion though the music. Certain orchestration portrays a certain emotion. Both Chris and I decided that for the more emotional pieces, cello, violin and piano would be the solo voices for the sound of Stasis. Then it’s just a matter of fitting the puzzle together.

While John’s external journey is being told visually, his internal journey is being told through the score. Are you still using the visuals as inspiration or does it help to focus JUST on the story elements?

Mark Morgan: I think for John’s internal journey, musically I am focused on the story elements but I’m always aware of the visuals so not to lose sight of where he is. The visuals directly or indirectly have a huge influence on the musical palette.

Is working on Stasis any different to the other game projects that you have worked on, and if so how?

Mark Morgan: As of late, most of the games I’m involved in are in some way story driven, but in then case of Stasis, the story is so important and the music plays a huge role in telling that story. Sometimes I have found when it’s just about gameplay, musically it’s hard to feel that you’re immersed in the moment. It becomes about broad stokes as opposed to written for the moment.

Read more at Kickstarter:



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JUNE 2014 Update


Hey fellow Adventure Gamers,

Time for a backer update. Since the last public Stasis update, I’ve spent a portion of my time fine tuning the Stasis adventure game engine.

What does that mean?

Well, here is what some of these improvements include: 

  • The voice dialogue will now overlap the screens. In other words, you can chat over the radio and it will still play seamlessly between different areas.
  • I’ve done a massive rework of the dialogue system itself, which will make language translation much more manageable.
  • A large optimization of the way that John’s feet stick to, or touch, the ground when he walks. This eliminates the gliding and sliding effect.
  • There are now 16 directions of movement, instead of the previous 8, which makes everything smoother.
  • WEBP conversion and image optimization – which means the entire game will only be 2 Gigs or less. The Alpha chapter was a Gig by itself!
  • A better particle system for the dust, so we have different sized dust particles to give the scenes more depth.

I’ve also worked on several new areas that fall under the medical labs of the Groomlake.

Read the rest of this post on Kickstarter here:


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APRIL 2014 Update



I’m at the four month mark of full time development on Stasis!

The majority of the Alpha bug fixes and new systems have been done and dusted, and so I have been able to move onto entire new and exciting Stasis environments.

Watch the youtube video below.

The medical suites are stark and white with a vastly different aesthetic, compared to the rusty, industrial grime you’ve seen so far. It’s refreshing to work on a new experience point with an unfamiliar tile set. I’ve also now created the medical puzzle that was alluded to in the last update.

“The skeletal remains lie clustered together around the room, as if they died in a stampede, or clutching each other. Somehow the bones hold no scraps of flesh.”

We’ve received some new writing from Christopher Dare and it is excellent! I can already see how the extra depth of this writing will echo through the environments, and really draw a player in.

I’m now moving onto the Hydroponics Bay… wish me luck 🙂

We really do appreciate your involvement and interest.

Backers get access to weekly progress updates and other goodies, join here:

or Pledge to become a member:

Social Media links:

Follow me on Twitter:

Facebook page:

-Chris & Nic

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Kickstarter Postmortem



Happy 2014!


When Nic and I decided to take on Kickstarter we wanted to run the smoothest and best campaign possible. Now, while the road certainly wasn’t without its bumps and bruises, I think that the campaign for STASIS went remarkable well.

Below are a few thoughts and things to consider when setting up your own campaign. Some are obvious, and others are things that we only realized once we were neck deep into our campaign.


When you’re planning your Kickstarter campaign, it’s very easy to be caught up in the excitement and forget a few fundamentals when dealing with Kickstarter. One of the main points to remember is that Kickstarter has to verify your campaign before you’re able to hit that big green launch button.

This can throw a spanner in the works of any ‘preKickstarter’ marketing campaign you’re planning, as this is a manual process and could take a little longer than expected. You are completely at the behest of Kickstarter’s all-too-human managers who have to manually sift through your campaign – amongst others – to ensure that you have met all of their requirements.

I’d recommend that you set up the base skeleton of your campaign as early as possible, and submit it to Kickstarter. You’re able to modify the campaign indefinitely afterwards, right up the launch.

We didn’t do that. We put the entire ‘final’ campaign together, announced our launch date and submitted to Kickstarter with (what we thought) was a healthy lead time. Our idea behind this thinking was that Kickstarter would be awestruck with how complete the campaign was, that they would approve everything in a day or two.

After a week, our mistake started to loom over us. With our announced launch date closing in fast and little feedback from Kickstarter, we halted our plans and pushed our dates out. In hindsight, this was possibly the best thing we could have done for the campaign (more on that later!), but at the time it resulted in sleepless nights and frustrated emails!


When you’re setting up your campaign, you can share a preview of the incomplete campaign in order to get feedback. We planned the campaign by looking at other successes and failures, reading post mortems and generally going on our gut about what would work and what wouldn’t. Once we had external feedback and opinions on our campaign, we could adjust things accordingly.

Those that are providing feedback are your end users. At the end of the day, you aren’t trying to sell your product to yourself – you are trying to sell it to other people, and feedback from YOUR TARGET AUDIENCE is probably one of the most important and valuable things you can do.


We picked November for our Kickstarter launch. The chosen month was due to our personal deadlines and current work schedule. To be honest, it probably wasn’t the best month to launch! We had to compete with Call of Duty, the Next Gen console launches AND Thanksgiving holidays. Had we released a month earlier, perhaps the ride would have been much smoother – but having said that, it was a case of November 2013 or February/March 2014.

When choosing your dates, keep two things in mind:

1 – Your audience. Are there any public holidays coming up? Thanks giving, Easter, Christmas, Summer vacation…all of these factor in whether pledgers have access to extra money, and B) have access to a computer and the internet.

2 – Your schedule. Anyone who has run a Kickstarter campaign can attest to the fact that it’s almost a full time job. You need to put in an insane amount of time! We had three of us running different aspects of the campaign for the entire 33 day run.

Managing press, managing Kickstarter itself, Steam Greenlight, community management on other forums, YouTube Lets Players, technical support on the Alpha, cataloging feedback and emails, updating press lists, spell checking interviews and releases…all of these take a HUGE amount of time, so ensure that you do it when you have available time!

For Nic, Kristal and I, it was especially difficult because we also have a business to run at the same time.


So you have your game, you have your Kickstater page waiting for info, you have decided on your dates – now what?

The campaign page itself is your gateway to success or failure. When we were setting up the STASIS page, we looked at hundreds of other campaign pages – noting points and aspects we liked from each and interpreting them with regards to STASIS.

Consider the use of animated GIFS. Having that small element of movement can really bring life to your campaign page. We chose to have actual gameplay in the GIFs, which went along with our philosophy of IT’S ALL ABOUT THE GAME. We had an actual game to show, not just a concept and that formed the core of the entire campaign.

You are going to get A LOT of traffic through Kickstarter, so be aware of that when hosting files externally. Even what you perceive as small things, like externally hosted screenshots, can bring your server to a grinding halt and end up costing you a lot of money. We hosted all of our external files on Amazons S3 hosting service, ensuring that we never had crashed servers or stressed out phone calls.

The first thing that page visitors should see is the most important points of your campaign. We started out with our video with the game trailer, showing actual gameplay footage. Another important piece was a link to the STASIS Alpha download (right at the top of the screen), followed by bullet points about the game and then screenshots. Assume that a person visiting your page isn’t going to scroll down to find out more. Once you have them scrolling, you can start to add in extra information about the game and more about the campaign.


There are articles available about choosing the correct tier prices, so my advice would be to look at other campaigns that have been successful and see how their pricing points were set up. I feel it’s important not to have too many ‘big leaps’ in pricing, and initially, I’d avoid mega tiers (in the $1000 and up range); this can easily cripple you at a later date. Having just one mega tier pledger pull out on the last day could kill the success of your campaign.

In the planning of our campaign, we decided that in the long run it was better for us to have a larger pool of backers at smaller pledges than a small amount of backers at larger sums. This was a community driven approach which helped us during the later parts of the campaign – we could have called on a large group of interested backers to increase their pledges by a small amount, if we ran into trouble.

We also chose not to round off the pledge amounts. A hundred years of retail conditioning has informed us that $19 is psychologically less than $20 and we wanted to apply that to our tier amounts.

Stretch Goals are a bit of a touchy subject, but I will say that they are important in a campaign. We were careful in our choice of goals to not include anything that would affect the integrity of the game and its story. In a way, it was a disadvantage coming to Kickstarter with Stasis in the state that it is in because we are very limited by changes we can make to the game – but again, our core philosophy of ‘It’s all about the game’ won out, with our Stretch Goals adding to the world and the experience, but don’t alter what we are trying to achieve.


Time to hit the green button? Woah there! Not so fast! You want to hit the ground running. Having a prelaunch strategy is as important as having a launch strategy. As I mentioned earlier, our prelaunch dates were thrown out by the delay in Kickstarter approving the campaign. During this delay, we decided to spend some more time polishing up the Alpha demo and doing a soft Alpha launch in exchange for a retweet.

We added a countdown to our web page and contacted a few websites for interviews to be released on Launch Day.

Our Alpha demo was combined with a small prelaunch Twitter campaign, where access to the demo was password protected with the password being released to anyone who either tweeted about Stasis or otherwise put the word out.

All of these pre-launch ideas gave our campaign a strong start, something that is important to any Kickstarter. Having a strong start makes backers more confident about the project, and more willing to put their money down!


We launched our Steam Greenlight campaign within a few minutes of the Kickstarter. This helped by using the HUGE amount of traffic that Steam gets to filter through to the Kickstarter campaign, as well as allowing the Kickstarter coverage to lead directly to our Greenlight page.

We hit the top 100 on Greenlight in a week and then the top 4 in 3 weeks; we leveraged the press and internet buzz and pushed traffic to Greelight page and from Greenlight to Kickstarter.

The running of a Kickstarter campaign really is a full time job. We had a few philosophies that we stuck to during the entire campaign run.

1 – Reply to requests for interviews as soon as possible. We tried to get back to journalists within 24 hours of the request. This kept the news about Stasis constant throughout the campaign, with new articles appearing almost daily.

2 – Custom answers all the interviews! This one was important for me, because often I have read interviews where the same ‘copy and paste’ information from the developers and the same quotes tend to pop up. We wanted to make sure that each interview and article was given the respect it deserves! Online press and journalists are the life-blood of any indie.

3 – Phase your Kickstarter events. We gave away several wallpapers, a new game trailer and even the Stretch Goals until we felt that it was time to get them out there. In the world of indie games, news travels fast, and new news becomes old news quickly.

We had some large announcements during the campaign, along with free giveaways. The idea was that even in the slow days, there would be something interesting on the page – something that people could talk about. You don’t want to give away EVERYTHING on launch day – hold some announcements back.

4 – Don’t discount social media! Social media (our focus was on Facebook and Twitter) was a driving force behind much of Stasis’s success. Social media allows for personal stamps of approval on your game and as many advertisers will tell you, word of mouth is the BEST advertising you can get.

Don’t only tweet about your game to other gamers. There are THOUSANDS of people out there who may not be gamers, but will still be interested in your game. I even tweeted Ridley Scott in the hopes of a reply!

We had a page on our website which had easy to access quick links to help promote Stasis. With one click you could post about the game on Facebook or Tweet about it.

Twitter paid advertising is surprisingly effective, but could get very expensive very quickly. We spent $200 and got some fantastic targeted tweets, which lead to a few hundred Alpha downloads (and hopefully a few pledges).

5 – Heavy Focus on “Lets Players”. We put a lot of focus on getting the game into the hands of Youtube authors. The Lets Plays are a FANTASTIC resource for people to get excited about the game.

Stasis is a difficult sell in the world of quick, easily accessible games because you have to clear time and sit down to play it. It’s not a game that you can quickly experience on a lunch break – so having the videos of people doing exactly that let those people who didn’t have the time play the alpha.

When engaging Lets Players, be sure to give them permission to monetize or otherwise use your game on their channels. A simple webpage with all the information and permissions can do this.

6 – Give the press easy access to information. The press is your mouth piece – you want to make it as easy as possible for them to get all the information they need. Having a clear and concise Press Kit is ESSENTIAL. This must not only have all they may need to write a story about your game (logos, names, screenshots), but also links to all previous press releases. The longer that a journalist spends trying to sift through mountains of text to get the relevant information; the less likely they are to promote your game.

The press kit, combined with the 24 hour interview rule got Stasis a massive amount of coverage.

You should also write and format Press Releases correctly – be sure to check out our website or search for examples on how we did this.

A quick note on the press releases – build your own targeted email list.

7 – Cross promotion with other Kickstarters. Something that I had no idea about before we actually started running the campaign was the power of cross promotion with other Kickstarters. Look for other games in your genre and contact the developers running it. I have only had good experiences with other campaign runners.


The lynch pin in the success of the Stasis Kickstarter lay in our Alpha demo. If you are planning a Kickstarter, I cannot stress enough the importance of a demo. Potential players want to experience what they are backing and the most direct way to do this is through a fully functional demo.

We hosted the Alpha demo on Amazons S3 service ensuring that people had constant access to it throughout the campaign. We also released a torrent of it (hosted for a while by some friends and incredible volunteers) which kept the costs down.

We have had over 40,000 Alpha downloads at 1 gig per download; this would have swamped our webserver. Don’t assume you can serve that many downloads off your VPS or shared hosting platform-it will be disastrous – a day of downtime and you may spoil your campaign.

PayPal donations came in thick and fast once our main goal had been met. Nic had the PayPal page set up so that we could go live with it as soon as we were comfortable. Nic had a meeting with Paypal and their crowd funding department reviewed the page and gave us some pointers. Crowd funding has become a legal grey area in many ways so it’s better to contact them and just make sure that everything is in order.


After 33 days we managed to hit our $140,000 goal.

For an unknown developer on an unknown license hitting that magic $100,000 mark was an incredible feeling, but an exhausting experience! It was a month of extreme highs and lows, but I wouldn’t have changed anything about how we ran our campaign.

I wish anyone looking at going this route a lot of luck! Buy extra coffee…you are going to need it!

You can check out our campaign page here:

Our post Kickstarter Pledge page is here;

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Kickstarted and the NEW Stasis Community!



– Posted 24 hours before the Kickstarer


‘It always seems impossible until its done.’ – Nelson Mandela. 1918 – 2013.

To the 4000+ members of The Brotherhood in the final 24 hours of this campaign

I know that the standard practice in the final 24 hours is a call to arms to spread the word about your project! However I feel that you; the backers, journalists, ‘Let’s Players’, forum and community members from around the world….have gone above and beyond already and I want to take this time to thank you.

Three years ago I set out to create my ultimate adventure game. Drawing on a love of Science Fiction and a burning need to tell stories I envisioned Stasis.

Weekends, holidays and nights; Stasis is the result of hard work and pure passion.

My family can attest to the fact that just before we sent our Alpha Demo, my hands were shaking. The first thought that went through my head was “everyone is going to hate this…people aren’t going to enjoy the game. It’s slow…it’s going to crash…”
I started to get feedback and at first I thought that people are just being kind. They didn’t want to hurt an artists feelings. More and more people started to experience the world through the Alpha and I realized just how special Stasis is.

Taking Stasis to Kickstarter was not an easy decision. It took me a long time to weigh up the pros and cons. The thought of having other people put their money and support into my game scared me. To be honest, it still does! I knew that the world of Stasis needs more than a few spare hours to take it to its full potential. It needed MORE of me – and the only way that I could do that is with YOUR help.

This Kickstarter campaign has been an amazing journey. Through Stasis I have met so many amazing and talented people. Kickstarter is a special community that is built on giving – on the power of creating.

I now have the freedom to delve into Stasis and create the ultimate Adventure Game, the game that I wished someone else would make.

Through Kickstarter, Stasis will have one of the greatest composers in video games working to create an incredible tapestry of sound.
Through Kickstarter Stasis will get every waking moment of my time and energy to create a rich, diverse, and terrifying world.
Through Kickstarter Stasis will be ALIVE.

I want to reflect on everything that the 4000 strong collective of people has done; taking an unknown concept from an unknown developer and helping to make it into tangible reality.

From the bottom of my heart, I thank you.



Join the Stasis Community for Stasis Backers.

joinnow copy

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With just 10 days to go and just over $19 000 left to raise, we are getting close to the end of the Kickstarter campaign.

We need all the support we can possibly get for STASIS. How do I help, you ask?

Here are 10 things that you can do to help STASIS




I have had the pleasure of being involved in some wonderful interviews recently and thought you guys would appreciate some of the answers to the questions. When they are up, I will post links to the completed interviews either on the Stasis Facebook Page, on our Press page or on my Twitter Account.  


Here are few of my favorite questions and answers: 

Question: You mention a bevy of LucasArts games as inspiration. Why did you choose an isometric viewpoint instead of the traditional 2D views found in old-school PnC games?

Chris: It just seemed natural to me as an artist. Adventure games are all about exploration and I feel the isometric angle excels at that. Isometric art is one of the reasons I became an artist. The worlds of Fallout, Crusader and the older Black Isle CRPGs made me want to be a part of this industry and create pieces of art like that myself.

Question: You say you’ve been working on the game for over 3 years. How did the project begin? ie: when did you realize that you had a game concept/narrative on your hands? 

Chris: STASIS was an accident! It started off as a small artistic project to explore the interior of an abandoned space ship which slowly grew and evolved into its current form. In December 2010, when I had some spare time over the holidays, I did tests with the current scenes I’d created and realized that many of the assets worked very well in an isometric view. They were extremely highly detailed. And they looked cool!

The desire to tell a character driven story, instead of just focusing on the environments, took over and I started to look into technically achieving it. I downloaded several engines and, once I made the choice of which one to go for, I created the first level in a weekend. A weekend with not much sleep!

From there, the game really naturally progressed. STASIS changed form as I got more comfortable with the tools or realized my artistic limitations. The core essence of exploring a haunting Science Fiction world was there from the start and was there before STASIS was even a game!

Question: What’s it been like receiving all the international praise and coverage? Has this been reassuring or has it created a sense of intimidation knowing A LOT of people are watching?

Chris: It’s been a relief. STASIS was developed in a vacuum, without knowing if people were going to actually enjoy the game or not. I knew that it was something that I, personally, found exciting – but being heavily involved in every aspect of STASIS, it can be difficult to see the wood for the trees.

Knowing that there people out there, enjoying the game is immensely satisfying. It means that all of the decisions that I’ve made (most of them more than two years ago) have paid off and that the foundation that STASIS has been built on is solid.




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Stretch Goals Added

Hi Guys,

I’ve thought long and hard about these goals, especially since the total pledge has reached an awesome $62,000 in only a week and a half!

SUICIDE – $ 105,000

John will be able to pick up key items planted around the Groomlake, like the Neurodrill, and use it on himself. Because… why the hell not?!

MARK MORGAN- $ 120,000

At this stretch goal, we will be able to commission composer, Mark Morgan for additional music. Which means an extended soundtrack for you.

CAYNE CHAPTER- $ 140,000

An additional chapter of Stasis – around the Cayne Corporation – that weaves the ‘world lore’ into the game. This will span one chapter of the game (aiming at about 2 hours of gameplay).



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Latest Stasis Update Monday November 11th



We hope you’re having an awesome day because, thanks to you, in only a week we have surpassed 50% of our funding goal!



The unbelievably talented composer of FALLOUT 1, FALLOUT 2, FALLOUT 3: New Vegas and Planescape Torment joins STASIS.

Fallout… I still remember the very first time the vault doors closed behind me. A rat ran across my path, I pulled out my pistol and watched with glee as my bullets ripped through its ribcage.

Fallout was a seminal gaming experience for me and made me instantly fall in love with the Role Playing genre. But, in all honesty, what really shaped the Fallout world for me was the music. The sounds of the wasteland will always stir a very special feeling inside me. You could hear the wind of the desert blowing through each note. Each town had a unique sound and as I listen to the soundtrack now, I can feel the emotions I felt when I first explored the California wastes.

With that still in mind, I am extremely proud to announce that STASIS will be scored by composer, Mark Morgan; whose unknowing influence on my game was evident from the first time I sat down to create this world.

Mark Morgan has musically illustrated so many of the worlds that I have been lost in: Zork Nemesis, Zork Grand Inquisitor, Planescape Torment, Fallout 1, Fallout 2 and Fallout: New Vegas (to name but a few). Now with future work to look forward to – the soundtracks of Wasteland 2, Project Eternity and Torment: Tides Of Numenera.

Mark Morgan says, “At my first glimpse of STASIS, I was completely blown away by its Deep Beauty. This is destined to be EPIC!”



If you would like to participate in the final Beta of STASIS, now you can!
At our limited $59 tier, you will be able to play the final Beta of STASIS, at least a month before the full release.

All tiers above $59 will automatically be entered into the Beta. You will also be listed as a Beta Tester on the website and in the STASIS game credits.

This is a LIMITED Kickstarter Exclusive Offer and will not be repeated after the Kickstarter Campaign, so if you want Beta access, please pledge now.



One of the most requested Stretch Goals has been Mac support.

We know that other Kickstarter campaigns have added this as their Stretch Goal, and we definitely want as many players as possible to experience what’s lurking in the bowels of the Groomlake. Therefore, we aren’t adding Mac support as a Stretch Goal – we are committing to bring Mac gamers the world of STASIS as soon as we are fully funded.

You can head over to right now and try out the OSX Alpha demo immediately!



Finally, I want to say thank you for backing STASIS. Keep the adventure alive.

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I have made a collection of all the current “Let’s Play”s on YouTube.

If you have a LET’S PLAY, please send it my way and I’ll add it to the list below.

ANIMATED GIFs BY Messofanego

i17VxPeULMI3m iZNr0TAyqXnIc iJQBBPdxzjlhC iJQBBPdxzjlhC (1) ihrMoBKPqQLEL iDI6wn0BZO7Tm ibwj5b7RWzgvXn


The Alpha Dragon: Stasis




1001UpTeam – Play-Up: Stasis

agentc0re –

Stasis Gameplay – Part 1


Stasis gameplay en español

Foster Plays: Stasis – Alpha (Indie Horror)








Unit Lost – Great British Gaming


Richard Sharpe


Marshall Dyer


Game Loading


Comrade Bluto – Stasis Kickstarter Alpha Demo

Probando: Stasis (Alpha)


Freshe Indies! Stasis [Point and Click Adventure]







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