

When I wrote it back in 2013 I’d just come off a mobile-only project and wanted to rebel against the low-density large-touch-target design necessary for mobile. All 31 days of singleplayer story mode with branching narratives, 20 endings, “endless” mode with online leaderboards, and stamping so much stamping.Įven though it’s a low-resolution pixel-art game, Papers, Please was originally designed to be played on a big screen.
PAPERS PLEASE PASSPORT PIXLE ART PORTABLE
The most portable version yet, document inspection and stamping in the supple palms of your capable hands.Ĭontent-wise, this version has all the features of the desktop and tablet versions. Ok, the game is available today so let’s turn this around and segue into what we’ve got here: Papers, Please on PS Vita. Unfortunately it was Papers, Please on PS Vita that suffered the most and I apologize for that. Working as a single developer has its advantages but managing multiple projects is not one of them. My responsibility was gluing it all together and in the long tradition of “one simple job”, the best I could manage was the slow-setting kind of glue that takes forever to dry. I had a great bunch of people to help with this project - all the port programming was handled by James Gray and others, engine support from WayForward, testing by Ratloop Asia, and submission assistance from Coatsink. There’s a few ingredients in the mix for this delay but the main fault lies with me.

That’s a long time brewing for a relatively simple pixel-art game. This version of Papers, Please was announced over three years ago.
