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Arcen Games, LLC
Indie game development studio since 2009. AI War, Calling The Rain, and more.
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    • AI War 2
    • AI War: Fleet Command
      • AI War: The Zenith Remnant (Expansion 1)
      • AI War: Children of Neinzul (Expansion 2)
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      • AI War: Destroyer Of Worlds (Expansion 6)
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      • The Last Federation: Betrayed Hope (Expansion 1)
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      • Skyward Collapse: Nihon no Mura (Expansion 1)
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      • Part 4: 2015-2016, Beyond Reach, Rogue, Raptor – Going 3D
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  • News
  • Games
    • AI War 2
    • AI War: Fleet Command
      • AI War: The Zenith Remnant (Expansion 1)
      • AI War: Children of Neinzul (Expansion 2)
      • AI War: Light of the Spire (Expansion 3)
      • AI War: Ancient Shadows (Expansion 4)
      • AI War: Vengeance of the Machine (Expansion 5)
      • AI War: Destroyer Of Worlds (Expansion 6)
    • The Last Federation
      • The Last Federation: Betrayed Hope (Expansion 1)
      • The Last Federation: The Lost Technologies (Expansion 2)
    • Starward Rogue
    • Bionic Dues
    • Skyward Collapse
      • Skyward Collapse: Nihon no Mura (Expansion 1)
    • A Valley Without Wind
    • Tidalis
    • Shattered Haven
    • In Case of Emergency, Release Raptor
  • Wiki
  • Idea/Bug Tracker
  • Discussion
  • $ Tips
  • About
    • Basics About Arcen (Ar-ken) Games
    • How To Buy Our Stuff
    • Company History “Novella”
      • Part 1: 2009-2010, AI War And Tidalis
      • Part 2: 2011-2012, A Valley Without Wind, etc
      • Part 3: 2013-2014, Shattered, Bionic, Skyward, Last Federation – Peak Arcen
      • Part 4: 2015-2016, Beyond Reach, Rogue, Raptor – Going 3D
    • The Arcenverse
    • Contact Us

Recent News

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Apr62011

Update On Children Of Neinzul Donations For Child’s Play: $18K And Counting!

AI WarBy Erik JohnsonApril 6, 2011Leave a comment

As of April 4th, 2011, we have so far raised and donated $18,329.33! A substantial $3,350.91 has come in for the CoN expansion since our previous update in February, 100% of which goes to Child’s Play. We’ll continue to post monthly updates on how the donations are doing. We’re so proud to have been able…

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AI War LotS Review on Indie Game Reviewer

AI War, ReviewsBy Erik JohnsonMarch 31, 2011Leave a comment

Over on Indie Game Reviewer Callabrantus has taken the time to check out and give his thoughts on AI War’s recently released Light of the Spire expansion. Some of the more tasty bits: “This latest entry brings with it a healthy variety of new content and features, most notably the campaign modes, while staying true…

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A Valley Without Wind: First Public Release Now Beta, New Lighting Video and Perma-Death Journal

A Valley Without WindBy Erik JohnsonMarch 31, 20111 Comment

Arcen Games would like to pass along word of a new video, developer journal and new release info for its procedurally-generated action adventure title A Valley Without Wind. We have made the significant decision to push back the first public release of AVWW to what we had originally planned for beta. For one, we feel…

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Mar302011

First Public Version of A Valley Without Wind To Be Beta, Not Alpha

A Valley Without Wind, Game DesignBy Chris McElligott ParkMarch 30, 20114 Comments

It pains me to say that we’re delaying the first public version, but Keith and I spent a good while talking about it today, and we agree it’s for the best.  We’ve decided to scrap the idea of a public alpha, and instead are going to start with a public beta. In practical terms, what…

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A Valley Without Wind: What’s The Deal With Perma-Death?

A Valley Without Wind, Game DesignBy Chris McElligott ParkMarch 30, 2011Leave a comment

When it comes to the perma-death mechanic, the one thing I want to make most clear is that this has no bearing on the difficulty of the game, despite what some folks might expect.  In most games with perma-death, that means that the game is very hard.  How difficult or easy this game is depends…

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A Valley Without Wind Pre-Alpha #8 — New Lighting Test

A Valley Without Wind, Art, Game Design, ProgrammingBy Chris McElligott ParkMarch 29, 20113 Comments

This video is just a simple lighting test showing off our new way of handling light in AVWW. The older method, using the z buffer, is still available for lower-end graphics cards and computers, but this new model looks way better, and on most computers won’t use that much more CPU/GPU! What We Were Doing:…

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AI War Beta 5.009, “Desync II: The Resyncing,” Released!

AI WarBy Chris McElligott ParkMarch 28, 2011Leave a comment

This one fixes yet another desync that Fleet and Tssbackus were the sole folks to be able to find.  Turns out you had to save your game under just the right circumstances in the middle of a big battle to get this one, which not many people presumably do, hence the rarity. This release also…

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AI War Beta 5.008, “Bad Robot, No Cookie,” Released!

AI WarBy Chris McElligott ParkMarch 25, 2011Leave a comment

This one is pretty minor, just with a few balance tweaks and a bugfix related to minor factions and zombies going off their leashes too far.  Since that one in particular is really important to some folks, we’re going ahead and releasing the patch for this today.  Enjoy! This is a standard update that you…

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Mar252011

A Valley Without Wind Pre-Alpha #7 — Lighting, Lava, Deserts, and Interiors

A Valley Without Wind, Game DesignBy Chris McElligott ParkMarch 25, 20113 Comments

Here’s the latest video: The latest screens are collected on the A Valley Without Wind page. What’s New In This VideoThis is the game after 10 weeks of development — we missed a few weeks in there for videos because we were really tangled up with it!  Quite a number of the things in this…

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Mar252011

Horizontal vs Vertical Game Development Phases

A Valley Without Wind, Game Design, Most Popular, ProgrammingBy Chris McElligott ParkMarch 25, 20113 Comments

This is going to be a three-post day, to hopefully. make up for having neglected the blog for three weeks.  In the last post, I talked about the design process for A Valley Without Wind, at least at a high level — that’s a complex topic, so I might write more on that in the…

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