Supreme League of Patriots
Published a year ago
Available on
Linux; Mac; Windows; iOS
A satirical adventure game for Windows, Mac, Linux, and iPad.
In early 2012, I had been working as a freelance Unity programmer for several years and had shipped upwards of thirty games for clients. I had started work on a design for a comedy adventure game and I passionately believed in it. The idea was born from a fictional "What if" scenario: What if a truly patriotic superhero were to exist? Would he be like Captain America or something entirely different? The concept was for an accidental superhero called The Purple Patriot, who was violent, nihilistic and prejudiced against women, immigrants, and the LGBT community. Just a nice, safe game that wouldn't attract any controversy.
I decided to put the game into development, initially as a part-time endeavour. I spent some time finding the perfect concept artist and 3D character artist to join the project. Funding the project entirely out of my own savings, I pushed forward with an adventure game engine, wrote the script, and got the characters designed.
By 2013, I had a fully-developed script for the game, which had now grown to be a three-part episodic series of short adventures. I had all of my characters designed, in 2D and 3D, and I had a basic adventure game engine in Unity. I was using Unity's inbuilt Navmesh and pathfinding solution and a dialogue tree plugin setup to handle conversations. I had developed a set of custom shaders to get the bright, saturated cartoon-style visuals that I wanted, and I had started putting together a cast of voice actors to take on some of the roles. It was at this point that I had to decide whether to push Supreme League of Patriots into full production or stick with freelancing.
I decided to quit my day job and bring Supreme League of Patriots on to the front burner. Still funding the game entirely out of my own pocket, I hired three animators to get to work on all of the complex animations that the game needed. I hired voice actors for all of the roles except one. Since I couldn't find a voice actor who really "got" the character of Mel, I had to rent some time in a recording studio and voice him myself. I signed a deal with Phoenix Online Publishing to market and publish the game for me. The first episode was scheduled to be finished in September 2014 with subsequent episodes complete by the end of November and December, respectively. Unfortunately, Steam pulled the rug out from under us by refusing to place the game in their store until all three episodes were complete. So I had to put myself into crunch mode and get all three episodes done by the end of September. Somehow I managed to achieve this with three weeks to spare.
The next few months were spent refining, polishing, and fixing bugs. Phoenix were a huge help in handling QA and between us we found and fixed all of the bugs in plenty of time for a launch in January 2015. To date, the game has sold over a hundred thousand copies and has a "Mostly Positive" rating on Steam.
Phil Ings
Experienced Game & App Developer - Programmer
Game Languages
English, British; English
Supported Platforms
Linux; Mac; Windows; iOS