Adventure Game Fan Fair This Weekend

Time flies, and this event is now upon us! If you’re in the Seattle/Tacoma area from July 26-28 and love adventure games, this festival is not to be missed.

I will be exhibiting in-person with demos of Perfect Tides: Station to Station and the original Perfect Tides, alongside some very talented game developers. The show will also be attended by some of the most celebrated figures of the genre, so it is quite an honor to be participating. You can find me at my demo table from Friday to Sunday, hanging at the post-show events, and speaking during a panel about Pixel Art on Sunday at 12:30 (full schedule here).

It’s been a long time since I posted, so how about a brief update while I’m here? Perfect Tides: Station to Station is in a heavy editing stage, where it is necessary (and desirable!) to make each chapter of the game fully playable for people other than myself. There is much to do at this stage, but it is coming along swiftly, and it’s what we’re all here for, yes? I am optimistic that I’ll have something truly ugly-playable and rigorously edited by the fall — tentatively ready for a playtesting pool1 by the end of the year.

So there’s a not-so-fuzzy timeline. There is still so much to do, but holes are starting to look like gaps, and gaps are starting to be filled, and that’s an unbelievable place to be with a game that quite recently felt insurmountable. On we go!

  1. If you are interested in playtesting PT: Station to Station, I recommend joining the Discord where most of the recruiting happens. I am always looking for new people to help out with various stages of the game, and I’d be honored for your feedback! ↩︎

Perfect Tides: Station To Station Dev Log – Spring 2024

It’s been quiet since the release of the Perfect Tides: Station to Station demo. At least, from the outside! In here in Devworld things are progressing at full clip. Read on for a few of the latest updates.


I have finished writing, staging, coding and creating rough artwork for every scene of the story, which amounts to an entire “ugly” game. That means it’s not only possible for me to play the game all the way to the end, but also (somewhat) possible for another player to do so, which means the editorial process – and the serious coding of every mechanism and branching outcome – can begin. This is an enormous milestone, the kind that makes the whole thing feel like it’s accelerating rapidly.

There remains, of course, much to do. Artwork and assets galore. Minigames. The aforementioned editorial and coding work. And that’s before the mightiest round of playtesting yet. It makes my head spin just writing it all out. If it wasn’t already apparent, this game will not be finished in 2024.

BUT, by the end of this year, it may very well be testable. The farthest this game has ever been tested is to the end of Act 1. By December, I predict we will be testing the whole enchilada. Everyone who’s gotten their hands on PT2 has been impressed with how far along it is, and I hope this assurance will be satisfying for anyone who’s anxious to play. I continue to be very pleased with the work of this tiny team, the shape the game has taken, and the reactions by players thus far.

Please get comfy. Before you know it, this game will be in your hands and hearts. I know it’s going to be special.


On the events front, I’m thrilled to say I’ll be appearing at Adventure Game Fan Fair in Tacoma, WA on July 26-28, where I will be demo’ing PT:STS and discussing the game in person. This is a dream event for me as a lifelong fan of Sierra point n’ click adventures, and I’m so humbled that the organizers have included me in their roster. If you are in the area, I would love to see you there.

Finally, here’s a round-up of some interviews and features on Perfect Tides since the release of the PT:STS Demo:

And for those who are finding it hard to wait, I’d like to point you to lots of great streams of the ST:STS demo, many of which are available as VODs on Twitch. And of course, you can play the demo yourself here!

Have a great spring — much more to come soon!

Perfect Tides: Station to Station Demo Out NOW!

Today is the day. A demo for Perfect Tides: Station to Station is now available on Steam. Please enjoy!

It’s an incredible thrill to be offering this first look at this game, which could not exist without the artists who’ve helped to craft it. Please join me in celebrating the work of the core team Soren Hughes (Background Design) and Daniel Kobylarz (Music), as well as the artists who have contributed graphic assets: Garrett Hobson, Carly Monardo, and Tony Wilson.

This build has also benefitted from dozens of hours of testing and feedback, thanks to a generous and dedicated pool of playtesters. You will find their names at the end of the demo, when you’ve experienced their efforts for yourself.

While you’re downloading, consider wishlisting the game! It keeps you abreast of game updates, feeds the Steam algo, and is a big help toward getting the word out about these games.

Perfect Tides: Station to Station Demo – Out on 2/13!

Enough messing around. I have a demo, and you are a person who might like it. We’re adults here. The Station to Station demo releases NEXT TUESDAY, February 13th, at 10:00am EST.


Don’t want to miss it? Wishlist the game on Steam to get an announcement in your inbox when it goes live. You can also subscribe to the mailing list for this and other games/comic updates from me.

See you Tuesday!

Hourly Comic Day 2024

Here are all my hourly comics from February 1st, 2024.

I’ve been drawing these every year for a while, and posting them on social media. Hourly Comic Day is an impossible sort of exercise: frantically collecting moments of the day in visual form, without making the entire day about that work. But I’ve found it worthwhile for the document they provide.

Lotta life in these panels. It would be nice to dig up the old ones and archive them. A good use for a creaky old website, when all else disappears.

Post-MAGFest, A Demo Approaches

Greetings from the other side of MAGFest! As it turns out, this has been quite the milestone for Perfect Tides: Station to Station. The demo played beautifully, with dozens of people racking up multiple days of gameplay. The feedback was tremendous and players were engaging deeply with the game.

Our humble island home at MAGFest.

So, what does this mean for us at home?

It means we are very close to an online demo. If all goes well, a playable build should be available by February. This version will include 1 full day (of 16) in the game’s story, with about 30-60 minutes of gameplay.

To ensure you don’t miss the announcement, here are some ways to stay in touch:

That’s all for now – see you when there’s more news! If you were one of the people who demo’d the game at MAGFest, you have my utmost gratitude for your time and thoughts.

Perfect Tides at MAGFest

This week I will be showcasing the first-ever playable demo of Perfect Tides: Station to Station, along with a demo of the original Perfect Tides at Magfest in National Harbor, MD. Come try it out if you’re in the area. I would love to get your feedback on the game so far.

In case you missed it, I recently posted an update to Kickstarter about PT:STS, which includes a few of the game’s latest milestones as well as more info on the upcoming demo release.