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.
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:
Rarely do we get the opportunity to fully explain our games. Conventions often afford us the time to interface with people one-on-one and talk at length, but even that can be insufficient.
Thankfully, the crew from the Infinite Lives Podcast came by our booth at PAX Prime with a camera and all the right questions.
While there is no substitute for the Vagabond Dog booth experience in real life, we hope this video will satisfy.
Sometimes Always Monsters is an ambitious game, and we sincerely appreciate you taking the time to understand.
This means that each player will have the option to see how Sometimes Always Monsters begins by starting as a brand new player, or by stepping into the shoes of an existing character.
The differences in experience are interesting to note.
We'll also be selling the same shirts you can get at store.vagabonddog.com, but they're on sale right now.
We've also enabled a free convention pick-up shipping option for all orders. If you're planning on buying a shirt from us in person, you can save a few bucks and make sure we've got your size in advance.
It's really exciting to get another opportunity to see you all. It feels like forever since we've last talked.
You'll find us somewhere inside the Indie Megabooth.
More specifically Booth 869.
There's this very old concept that naming something gives it power. Once given a name, we take shape and form ourselves. Identity starts with a name, the wonder at what that label means.
Sometimes Always Monsters is not an easy name. Neither was Always Sometimes Monsters, but it's what the game had to be called. Artistic expression is driven by the absolute necessity of creation. In many ways a game like this makes itself, we just put the pieces in place.
We spent a long time considering alternatives. Adding a number to the end didn't make sense because this game doesn't feel like a progression forward. It's more like a reflection.
Similarly, this game is intended to showcase an almost opposite side of life. You're married, you're successful, everything is going well. The game begins with an awareness that the troubles you face are by your design more so than by the natural harshness of life. When you become a monster this time, there will be no surprise it's your doing.
With all of that in mind, the concept of always running into situations where we would sometimes choose to be villains provides too much absolution. Instead, we are now examining the notion of sometimes running into situations where you must always become a monster. As confusing as the difference between these may seem, it is a critical one in discussing morality.
It's easy to understand if you think about it like ASM is the slow climb up the ladder, and SAM is the quick ride down the slide. They are opposites in direction, acceleration, and sensation but both exist in pursuit of something greater. One cannot exist without the other. The theme of interrelation is something core to the concept of both games.
In the end, we could have chosen something else. Almost anything else would probably have been easier to explain.
However, the game's called Sometimes Always Monsters and we'll be waiting patiently until we understand exactly what that means.
Vagabond Dog is proud to announce their second title, Sometimes Always Monsters, is coming to PC in 2016.
Sometimes Always Monsters is an atypical role-playing game about our life choices, the circumstances that drive us to them, and their inevitable consequences.
Set in the modern world, players take control of a newly married author struggling to find the inspiration needed to write their second novel. With pressure to provide for your household mounting, you set out on a cross-country promotional tour with a band of like-minded scribes.
Along the journey, players will encounter those who have been changed by their words. For better or for worse, the role you play in their lives will echo through the story. As you decide your place in a world that would seek to idolize or destroy you, responsibility is what you make of it when we're Sometimes Always Monsters.
"I like to think of it more like an antithesis than a sequel," boasts Creative Director Justin Amirkhani. "Where ASM was largely about the gruelling struggle to go from nothing to something, Sometimes Always Monsters is about the thrilling free fall from something to nothing."
While Sometimes Always Monsters will support save file imports from Always Sometimes Monsters, this new game focuses on a different story with fluid ties to the original. Decisions made in ASM will impact the world of SAM in unexpected fashion. As the journey continues on, regardless of how the story ended, you will come to new understandings as you scrutinize the decisions of your former self.
To aid our efforts in preserving the unique canon of every player's experience, and to help with our cross-compatibility testing, we are asking fans of ASM to send their save files to email@example.com
Although it is not required, Sometimes Always Monsters will allow you to import your completed save file from Always Sometimes Monsters. Doing this will alter key factors about the narrative, as well as retain characters and continuity across both stories.
We'd like you to send us your completed ASM save files.
That little universe you cultivated with your decisions is important to us, and we'd like to make sure the most important parts of it are preserved as we develop SAM.
Having access to real player data will help us better understand how you interacted with the game, help our testing process, and inform our design going forward.
Just e-mail a copy of it to firstname.lastname@example.org
You can find it in your ASM install directory on your PC.
If helping us make better games is not enough, we also offer your world some permanence as it will be carried on the Vagabond Dog pilgrimage to PAX Prime 2015 and beyond.
The chosen few will receive free swag from the show.
Don't worry if you haven't finished yet. There's still plenty of time before Sometimes Always Monsters releases.
It's not like we're judging you anyway, right?