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KEITH BURGUN GAMES
  • GAMES
    • Scary World
    • SPELLSTORM
    • GEM WIZARDS TACTICS
    • DRAGON BRIDGE
    • AURO
    • ALL GAMES
  • ABOUT
  • PODCAST
  • MUSIC
  • BOOK
  • MAILING LIST
  • PATREON
  • LINKS
    • DISCORD
    • TWITCH
    • TWITTER
    • INSTAGRAM
    • FACEBOOK
    • MERCH

Escape the Omnochronom Official Steam Launch!

November 5, 2018 / News, Patch Notes / Leave a Comment

Escape the Omnochronom! version 1.0 is now live on Steam! I’m pretty happy with where it is now – one of the best features is the ranks being listed on the main screen. Please let me know what you think so far! Here’s the patch notes! VERSION 1.0 – Lemon disabled for now – New […]

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Escape the Omnochronom! Version 0.9 Patch Notes

October 28, 2018 / Patch Notes / Leave a Comment

Hey all! This patch represents another massive step for the game, in that we’ve gotten rid of a lot of the vestigial stuff from when ETO (Formerly Push the Lane) was going to be a free to play game. The primary system that really was vestigial and under-developed was the cards system. I think it’s

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Playing videogames: a rambling essay about hating what you love

October 24, 2018 / News / Leave a Comment

How does anyone find the time to play videogames? I’ve had a hard time getting around to playing videogames recently, and this has led me on a path towards understanding why that might be. It’s not just that I don’t have time; the truth is, if I really wanted to play some videogames every night,

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Escape the Omnochronom! Version 0.8 Patch Notes

September 29, 2018 / Patch Notes / Leave a Comment

This is a balance patch, mostly, although a bit of “cleanup”. In general I’ve been in meat-cleaver mode with this game, hacking huge pieces away at it and trying to make it work. I think each version should be becoming significantly more playable. This, I think, should be far and away the most playable version

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Escape the Omnochronom! Version 0.7 Patch Notes

September 20, 2018 / Patch Notes / Leave a Comment

This is a big one! Two main goals with this patch: balance and clarity. For a long time, there have been a few things about this game that no one really understood but me. Some stuff was just too disconnected and weird. There actually was a cool system for how Guardians spawned and how the

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CGD LIVE! Everything wrong with a 2012 Gamasutra article of mine

September 18, 2018 / News / Leave a Comment

It’s really scary looking at old stuff you wrote years ago, and for good reason! In this FIRST EVER LIVE EPISODE of the Clockwork Game Design Podcast, I went line by line through an old Gamasutra article of mine. And here it is in VIDEO FORM! I highly recommend not reading this old article, but

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