The team’s table will be presented in the designated Gaming Zone and preview the latest build of the game, along with all the typical swag. Come by, say hello, and play the latest while it’s available.
June 26 - 28, your beloved heroes of Vagabond Dog will be showcasing Sometimes Always Monsters at ConBravo! 2019 in Hamilton, Ontario. Come find Booth I-12 and preview the latest build of the game, ask questions, and buy swag.
In addition to hosting the (s)crappiest independent video game studio in Canada, this convention will also sport a dense artist’s alley, vendor’s marketplace, fun concerts, cosplay shenanigans, creator meet-ups, panels, and more.
Finally, on Sunday the 28th at 3:00 PM there will be a talk in Sheraton MacNab Room of the convention hall. It will be titled “This Panel is a Waste of Time” and will feature a lesson from Justin Amirkhani in effective time management for independent game developers. (irony)
June 22, 2019 from 12:00 to 7:00 at the wonderful and spacious Toronto Media Arts Center (32 Lisgar St.), we’ll be showcasing playable versions for all of our games at the annual Bit Bazaar event. This will be the first public demo for Burger Patrol, and another good chance to get a preview of Sometimes Always Monsters before it releases next year.
If you’ve never been to one of these things, we highly recommend you attend if you’re nearby the city. There are plenty of independent developers to interact with, lots of new games to explore, weird kitsch to buy, and a smattering of tasty foods and beers to enjoy while you get down with it all. It’s a great opportunity to integrate with the local developer culture, and visit us for a mindless chat in the process.
We look forward to your faces, and hope you have a great time exploring all the fun our city’s got to offer.
Five years. Half a decade.
This long, you’ve been our fans, and more.
Every anniversary, we look back and feel both grateful for all of you who played Always Sometimes Monsters, and proud that so many of you managed to find something of personal meaning within our little game.
As time marches on, and we look back at those early days of development, there are still many things that befuddle us. It’s still hard to believe in earnest that the game exists, despite remembering all the long hours that we put in to making it. It’s difficult to rationalize its success, despite meeting players all over the world. To this day, it isn’t easy to accept the support and praise that has been sent our way.
No matter how much time has passed since the game’s launch day, we know that we are very lucky to have had the experience we did. Especially today, not every indie developer gets to find the success we did, and thus we are reverent to our own history.
Looking forward, the calendar is thin.
Next year is an important one.
We are excited for you, the ultimately patient, to finally find Sometimes Always Monsters.
See you in the Discord.
After years of anticipation, Vagabond Dog has finally released a middleware game launcher to offer the truly premium library experience that our fans deserve.
Read more, and download the latest version right here.
We wanted to let you know that we have recently stepped into the modern era, and set up our own official Discord server. It’s a place where we can all gather to talk nonsense, and game dev.
If you’re keen to join our burgeoning community, just follow the link below:
Though we can’t guarantee the conversation will always be the most intellectually stimulating, this will be your best line-of-access to the development team. Feel free to ask them questions, suggest terrible ideas, or lend your emotional support. Having a healthy back-and-forth with you will help keep them sane as they continue marching toward the release of SAM.
Looking forward to hearing from you!
Once you've done something important with your life, it's hard not to feel like you have peaked.
This is particularly common in the world of games that encourages indie developers to put every ounce of energy they have into their projects, just for the chance of breaking through the surface of this crazy industry.
At the end of the day, we're just some folks who enjoy making games. We were never emotionally prepared for the reception that we got, and have been in a very strange personal space since the release of our studio's debut with Always Sometimes Monsters four years ago. Though, we remain insanely grateful for this amazing position.
Get ASM FOR $1.00
As a special thanks to all of you who've found and loved our game, and for those who continue to share it with your fellow Vagabonds, we're offering DRM-Free copies of Always Sometimes Monsters for just $1.00 today.
If you've already bought a copy (or 10), know we still have Free Worldwide Shipping on our T-shirts, at a new discounted price. Just use promo code: YEAROFTHEDOG
Love, Thanks, And Appreciation
Extra gratitude to everyone at Devolver Digital, who took a ridiculous chance on some goofy neophytes with a big dream and absolutely no idea how to make games. Without their support early on, Always Sometimes Monsters may never have come to pass.
Much love to the Indie Megabooth crew, for giving us our first (and many more) chances to showcase our game at so many lovely conventions. Without which, we'd never get to meet any of you in-person.
Finally, infinite love to all of you who ever played the game. Without your passion, and desire to share it with your friends, family, and lovers, we would not be where we are today. Thank you for your grace, patience, and adoration through all of our confusing antics and awkward silences. You're the reason we love doing this.
We are still hard at work on Sometimes Always Monsters, fully aware of how eager you all are to play the game.
The project has turned into something far larger than we ever realized it could be, advancing almost every aspect of our formula with more depth and complexity. It may be a difficult waiting period, but we promise the game will be ready one day. Until then, we hope you enjoy life to its fullest, and join us for the inevitable launch.
Hello lovely Vagabonds,
Today is the Chinese New Year, and 2018 marks 'The Year of the Dog'. Being the game studio we are, it would be ridiculous not to celebrate. Thus, we're giving away 2,018 Steam keys for our adorable, procedurally generated, arcade-golf title, Dog Gone Golfing.
For those of you who haven't played the game, it's a casual 2D golf experience, wherein dogs use hockey pucks to play golf across a variety of bizarre landscapes. There's a lot packed into the game, including customizable canines and pucks, a 2-player competitive mode, and an unlimited number of courses to slapshot your way through.
ALSO, FREE SHIPPING!
That means any of y'all who haven't snagged a Vagabond Dog T-Shirt, or were eyeing our snazzy poster sets can now grab them without worrying about the postage. Just use discount code YEAROFTHEDOG at checkout, to receive the promotion.
HOW TO COLLECT YOUR KEY:
To collect your free Steam key for Dog Gone Golfing, simply fill out this handy questionnaire and we'll e-mail you the code, once we've vetted your responses (gotta prove you're not scammerbotz, after all). Codes will be going out in batches every Friday, starting next week.
Thank you all again for your continued support, and faith in our little studio. Let's continue making 2018 a great year, and celebrate all the good times we'll have!
- Vagabond Dog
After quite some time coming, we are very happy to finally announce that Always Sometimes Monsters is now available for PlayStation 4 in most regions. It's the same intense narrative game as on PC and other platforms, but presented in HD resolution and with some trophies.
This is our console debut, and first foray into the PlayStation community. We'd like to take a moment to welcome all the new Vagabonds joining our tribe today, and thank you all for playing. We will continue looking for more platforms going forward, as opportunities present themselves.
It is exciting to have so many new players joining. Together, we can begin to unravel the layers in each of our stories, and come to a better understanding of ourselves. Don't be afraid to share your experience with Always Sometimes Monsters, as there are depths learned only in communication of difference and contrast.
In collaboration with BitBazaar 2017, this year's Canadian National Exhibition is hosting a new experience called GamingGarage. Attendees will find a plethora of new games from local indie developers, including Vagabond Dog's latest.
On Saturday Aug 26 and Sunday Aug 27, from 4pm to 10pm, those who come by (Table #15 in the Gaming Garage) will be treated to fresh demos for our latest games, including new competitive and single-player modes for Dog Gone Golfing. They'll also be able to witness the debut of a new project called Keeping House from Jane Dunlop and Alexander Svaikauskas (read more about it here).
We know you have been waiting patiently for updates on Sometimes Always Monsters. Many of you had begun to speculate if we'd abandoned the project, run into extreme difficulty, or just plain died.
The truth is, we have been electively quiet and hard at work on the game.
It is a much bigger endeavor than we thought when first announcing our optimistic 2016 release plan. Since failing that, we have all been working overtime so that the game may meet our internal quality standards and release to all of you as soon as possible.
Rest assured, the game is getting better each day.
However, despite all of this, you faithful deserve updates.
We know how much you miss us on the daily, but this recent absence from the community has pushed the team in exciting new directions.
So, we've partnered with an independent production company to launch our official YouTube channel.
This channel is currently featuring a short documentary and a playlist of clips from our west-coast bus tour on the way to PAX West.
We call it...
Vagabond Dog Presents: A Bus Ride to Eternity/Oblivion
You can watch it here: http://youtube.com/c/VagabondDog
Going forward we will be uploading new content of varying quality on a semi-routine schedule. Our studio has never done anything like this before, and so we will be relying on your feedback as we continue.
Completing development on Sometimes Always Monsters remains our top priority. This was the reason for us partnering with Curio Films to develop this project while our creative team continues their work.
Please, enjoy the show and set your minds at ease.
The game will be yours before long, 2020 is less than 4 years away!
All the best,
The rumors you have heard are true. This coming weekend we will be embarking on a west coast press tour through the heart of Los Angeles, San Francisco, and Portland.
Each night we will be hosting a gathering at the public locations listed below. Our bus will arrive at 6:00 PM and we will be there until 9:00 PM. We welcome all.
Come, join us. We'll have food and drink, as well as free shirts and swag for all visitors. You'll also be able to play Sometimes Always Monsters and meet the Vagabond Dog crew in-person as they solve life's mysteries and debug.
Questions and Media: firstname.lastname@example.org
You know those cool t-shirts you see the chillest folks wearing at conventions and other video game gatherings? They're back in stock at vagabonddog.com/store today!
These excellently crafted garments come in a variety of sizing and color options. Well, not that many colors.
We've also enabled a Free Convention Pick-Up shipping option for those coming to PAX West 2016. Order your shirt now, and grab it from us directly when you visit our booth #764 in the Indie Megabooth.
Don't want to pay for a shirt at all?
Come Meet us in Los Angeles, San Francisco, or Portland during the Vagabond Dog Bus Ride to Eternity and we'll give you one for free.
If you read through this horrible marketing nonsense, you deserve a reward. Use code vagabondslob and get an extra $5 off your order. This offer will expire on 9/1/2016.
Although this was not our first E3 as individuals, this was the first time we'd ever been to the show with our own game and as a studio. Situated outside the convention proper in the renegade Devolver parking lot, naturally things had a very different feel to them.
The friends who we only seem to see doing these amazing shows welcomed us with open arms, and the conversations carried on like there wasn't months between breaths.
New faces, eager to see something new stumbled upon us and walked away with gifts and more than they expected.
These were the things that coloured the show for us.
We'd like to thank everyone at Devolver Digital for helping us have such a great first E3, especially the ground crew, logistics folks, drivers, child laborers, and general helpers who made it all run so smoothly.
Especially for this excellent video series:
Also, some special appreciation to the Indie MEGACORP for allowing us some quiet space to run press demos (our game's verbosity appreciates it).
To all those who couldn't catch us at the show and those who miss us already, fret not.
We will be back in LA soon, and other places along the west coast. All roads forward lead to launch, but we have some exciting plans on the way there.
If you're curious then go to joinus.vagabonddog.com and help us get the wheels rolling.
This E3, Vagabond Dog and Sometimes Always Monsters can be found near the dumpsters across the street from the convention center where they belong.
Los Angeles, California - Although E3 will not be host to Vagabond Dog this year, a brief engagement has been arranged with Indie MEGABOOTH within the legendary Devolver Digital fun-time parking lot across the way.
For attendees seeking to play Sometimes Always Monsters or chat with the scoundrel developers themselves, select appointments are currently being made with prestigious individuals like yourself.
Vagabond Dog changes its approach to winning hearts and minds at the show every year. This June, Vagabond Dog will focus its attention on the upcoming release of Sometimes Always Monsters. It will be the only playable game Vagabond Dog presents at the forthcoming show, in order to provide attendees a complete immersion.
Additionally, our upcoming VX console will not make an appearance at the upcoming E3 video game trade show in Los Angeles this June, and will be unveiled later this century.
Those seeking hands-on time with the game or an interview with the vagabonds themselves should send an inquiry to email@example.com to schedule an appointment. Please bear in mind, that there are few slots still remaining.
Not to be confused with 2014's critically acclaimed title, Always Sometimes Monsters, sequel Sometimes Always Monsters is set for late 2016 release, and also probable confusion no matter how hard we try to explain the two different titles
Your Guarded Desires - Vagabond Dog and Devolver Digital have reignited their romance to publish a sequel to the lauded, semi-biographical, digital novella, RPG, life-sim, Always Sometimes Monsters, called Sometimes Always Monsters, scheduled for release in late 2016. (No, YOU'RE using commas wrong.)
Fans attending PAX East this weekend can get the original title (Always Sometimes Monsters) for free by playing the sequel (Sometimes Always Monsters) in the Indie Megabooth. During PAX East, the original title from 2014 will be 90 percent off through Steam: http://store.steampowered.com/app/274310/.
In this upcoming sequel, you've finally arrived: the love of your life is at your side, your book is on the best-seller's list and everything is as it should be – stable, comfortable and well-deserved. But success isn't all it's cracked up to be. Despite all of your achievements, whispers from the shadows grow, calling you a monster, manipulative, and unrepentant.
Only you can decide if they're right.
Seeking inspiration, you join a cross-country bus tour with a band of like-minded authors as each stop presents a new city to explore. Fans and strangers alike invite you into their lives – forever shaping their worlds for better or worse as you pass through town with a whirlwind of choice and consequence.
Fork Parker explained, "When they first brought it to us, we got so confused by the title. Totally thought it was their first game, the one I'd already paid for. Figured the Vagabonds were trying to scam us. Put a bounty on their head and everything. Thankfully one of the interns opened the damned thing, cleared the whole mess up. The game's incredible. Would have been a total shame if one of my hitmen finally got to them."
"These games are antithetical to one another, and so their naming must mirror that," clarified Justin Amirkhani, Creative Director at Vagabond Dog. "We spent a long time considering alternatives, but this was the only thing that we felt truly fit. Adding a number to the end just didn't make sense because this game doesn't feel like a forward progression. It's more like an opposite, or a reflection of the first."
We may have travelled halfway around the world, but you Australians definitely made us feel at home. Thanks to everyone who visited our booth during PAX Australia, to all the welcoming indie developers we met, and to everyone that made sure the show ran smoothly.
It was a pleasure getting to talk to some of you more distant fans, and we are glad you all had such a good time playing Sometimes Always Monsters. We're already making changes to the game based on feedback and observations during the demos.
The Australian press was also on-hand and ready to hear more about the games. We had some great conversations with the following folks that delve more into what SAM is really all about:
While it's hard to say when we'll be back in Melbourne, we anxiously await our next opportunity.
Until then, some memories: