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Here is something I (Zach) wrote up a while ago in an attempt to explain it:

> Back in 2016, we sold Zachtronics to a company called Alliance, who we worked for as employees and made all the Zachtronics games from SHENZHEN I/O onward. In 2022 we stopped working for them and started a new studio called Coincidence, which we own and run as a sort of co-op that allows us to work on projects together, or not together, or anything in-between. (By "we" I mean the five of us who made all the Zachtronics games from SHENZHEN I/O onward; the team was much more dynamic before that, as described in the first few pages of ZACH-LIKE.)

> I still work for Alliance and maintain the Zachtronics games, but we don't own any of that IP, so anything new we make is going to be attached to the new studio and the new name.

(I did spend a year teaching computer science at a public high school, but that overlapped the last year of Zachtronics, rather than being between Zachtronics and Coincidence like it's often reported.)

At Coincidence, we have released two puzzle games so far, Kaizen: A Factory Story and U.V.S. Nirmana, and have more (four?) in the works. I'm hoping that I'll get to work on some less-obviously-in-the-genre games soon, but I haven't git initted anything yet so I guess it's too early to say.


You don't know how much more vibrant the world is knowing that you still make games in it.

Thank you for all of those hours. (And making the tools that help me teach my apprentices.)


Hey, as someone born in Ghana I just want you to know I think it's pretty cool you used a Mankala-based game as the minigame this time :)

(at least, that's what I'm prematurely concluding based on ten frames of trailer footage)

[0] https://en.wikipedia.org/wiki/Mancala?wprov=sfla1


Having played it: yep! It's a solitaire Mankala/Awele game. You use the sowing mechanics to try to clear the board, with chains scoring exponential points.


Hi Zach, Fortune’s Foundation is my favorite game ever. Thank you!


Thanks! I still play it often, which is not true of any of my other games.


My favorite is 20th Century Food Court in Last Call BBS. Some of the other games remind me too much of work (I’ve bought all of them including the coincidence card games but I have only beaten this one), whereas this one reminds me of fun times I had making synths in Logic and VCV Rack for fun. Highly recommend!

I always wished they would make a management or simulation game, I think 90% of all programmers play Paradox games or Tycoon games etc. and I know their take on it would be amazing.


I just want to say thank you. I've bought most of your games and they scratch an itch for me that few things in life do. I really appreciate it!


As others already have I just wanted to thank you. Spacechem is not only what made me start playing games again but playing with computers altogether after a rough couple of years, and will forever be one of my favourite gaming experiences. So happy to hear you’re still making so -and-aptly-called Zachlikes!


Any chance of making it onto GOG? I prefer to pickup games from there whenever I can.


It's unlikely. We do have a DRM-free version of Kaizen on itch.io, which also includes a Steam key so that you can enjoy the best of both worlds:

https://astralogicalgames.itch.io/kaizen-a-factory-story


Can you extrapolate a bit? Why is GOG an undesirable platform to be on, especially as you seem to be fine with DRM-free releases elsewhere (which is awesome, btw)

Finally, thank you for SpaceChem! Still great, even after all these years


My understanding is that GOG is not necessarily undesirable, but they are very selective: Unlike Steam or Itch, you have to convince them that it's worth their while to sell your game. And their choices of what (not) to sell are not infrequently baffling. Lots of developers have gotten burned by that, including Zachtronics


I have a hard time believing that GOG rejected a Zachtronics game. They're popular, high quality, and a good match for the GOG audience. An GOG already sells several of them (I own SHENZHEN I/O and Spacechem on GOG).



Really weird decision. Though it was added to GOG about 3 weeks after that article was written.

And GOG has its share of slop (e.g. a dozen Whale Rock Games which have obviously fake reviews).


The rejection of Opus Magnum got a lot of attention at the time, which probably caused GOG to reconsider. But most developers don't get that kind of attention, if a game of theirs is rejected. I've seen multiple developers of games that I like, saying that they've given up on GOG because of the curation


The Turing Complete dev was pretty unhappy with them and ended up leaving again despite having been accepted and making it onto the GOG store.


What were they unhappy about? Do you have a link to further information?


I'm not quite sure what the expectations of semi-privacy are here, but he's talked about it on the TC Discord, in the #development-branch-feedback channel (a search for 'unprofessional' should find it).


I adore your games. Would be curious to know your thoughts about using AI for game development. Personally I find it gross, but I am trying to be open to different views.


It's good at some things (research and programming) and terrible at others (art and game design). In general, I try to look past the tools being used and focus on what is being made.


Surprising to see you endorsing seeing past the tools as a maker of games whose audience simply cares more about the problem being solved than what gets actually made.

Of course I cannot vouch that there aren't people who played games like Shenzhen I/O because they cared about building signs for a fictional corporation.


Love your games Zach! Hope my kids will take to them at some point.


Zach I love your games! Thank you! Keep em coming!


Thanks for EXAPUNKS! I love it.


love your games zach! keep making cool stuff!


Here is an interview with one of the researchers behind this project:

https://logicmag.io/bodies/tarek-loubani-on-3d-printing-in-g...

It explains the project and its motivations. It's been a while since I read it (2019), but at the time I found it really fascinating and inspiring.


Really eye-opening to my western-brain that agreed with higher comments simply comparing the process with ordering a unit off Alibaba and having it delivered. Truth is, there's often a million other parameters that could come up and make a project like this really useful & practical to someone.


Yes, this group had a great interview on The Majority Report w/ Sam Seder. Really both inspiring and infuriating. Inspiring in that human ingenuity to preserve and help others truly knows no limits; infuriating because these are a people having a genocide committed against them and are forced to do such things for basic medical care.

One day everyone will truly be against this.


Zach, here. There's actually an open source project called Sigrok that's compatible with a ton of logic analyzers, including the one-chip knockoffs from China.

http://sigrok.org/

Your second scenario sounds pretty cyberpunk too! I'd certainly love it if more people purchased our games, but piracy is unavoidable. I'd rather have a Russian 12-year-old pirate our games than never get a chance to play them.


Absolutely! Are there any games you'd like to see in particular?


Nothing in particular.

I love reading RE posts but I don't plan on making any mods to any games in the near future. Therefore I don't want to specify any 'targets' for your efforts unless I'm willing to extend them :)

I was talking about something big and sophisticated, like Crysis or Battlefield (from the top of my head). I'm under the impression they have something more than uncompressed bitmaps and 8bpp resolution but I've never done anything like this to be certain.

Thanks! Keep up the good work.


The CryEngine documentation would be a good start for Crysis http://docs.cryengine.com/display/SDKDOC1/Home. Battlefield would require some reverse engineering since it runs on Frostbite, which EA's internal game engine, and not publicly available.


I'm wondering whether there are any Android games that'd use custom formats or whether lots use off the shelf engines.

I've always had a passing interest in game reverse engineering - I remember the days when "ripper" applications had a good chance of pulling the music out of a game.


I would love to see something like Football Manager, it's perfect for data extraction, I think, as it's largely a game of data.

I know a few programs are able to read the data, such as FM Genie Scout (Watch out if you download, it's filled with adware) and FMRTE (Paid only).


I would be very interested to see this happen. I'd like to get into RE but don't know where one would begin. Having an example from a modern game might give some nice pointers to start working on the games I play and love right now.


personally, its not games, but approaches to getting information from games

finding / latching onto a rendering call and shooting the inputs to that call off to a separate file to export market data from a game, was one of the more interesting approaches I've heard. But how someone managed to work that out is beyond me


Holy crap, that's absolutely the same car. I'll update the writeup with your discovery. Thanks!


I guess the two tiles are really unused, aren't they? If they are, that's great stuff for the The Cutting Room Floor wiki (http://tcrf.net)! Don't get lost on there as it's somewhat like TV Tropes.


In your page update, Mark's family name should read Hamill.


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