Keith Burgun

Game designer, author

ESCAPE THE OMNOCHRONOM! Version 0.6 Patch Notes

A small, but significant patch. This patch has a few new items, some major balance tweaks, and one crucial bug fix. This patch should be available on Steam and itch.io tomorrow.   GAME BALANCE Starting gold increased from 300 to 700. Monster spawn group size slightly reduced overall Monster spawn rate slightly reduced overall Tennor’s …

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Escape the Omnochronom! Version 0.5 Patch Notes

Today there’s a significant patch for Escape the Omnochronom! that involves a new UI (first draft of it, anyway), an entirely new way of spawning monsters, new monster types, balance changes, and a lot more. For awhile we had been working on a lot of systemic stuff: animations, metagame stuff, bug fixing, things like that. …

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The future and present of Escape the Omnochronom!

I’ve got a new podcast episode! This one is, I think, more technical, systems-design oriented, with some bigger questions involved. I mostly wanted to share my thought process about where Escape the Omnochronom! is now, where I imagine it going, and how I feel about it. I’m often conflicted about how much I should keep …

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Escape the Omnochronom! now available on itch.io!

You can purchase the Early Access version of Escape the Omnochronom! now on itch.io! Tell your friends! Technically speaking, I started working on the project that eventually became Escape the Omnochronom! back in 2015, although it has had at least four different names since that time. Someday I’ll have to run you all through the …

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