The Stress is Almost Here: The Journey of Making a Game
Hello!
The Road to Release
It’s been a long and strange journey, but we’re finally here. I’m incredibly proud to say that my game is releasing tomorrow. Finishing it has meant proving to myself that I can see a personal project through, even in difficult times. I wouldn’t say the game saved me, but it absolutely helped me push through some dark moments.
And now, it’s time to share those moments with you.
Even though I developed the game on my own, There’s a Gun in the Office has never felt like a solo effort. Friends and family encouraged me to keep going. Playtesters broke the game in ways I never expected but always reassured me that I was onto something. My cinematic partners and publisher helped shape the final result. Somewhere along the way, it stopped being just my game and became something bigger.
And now, we’re almost at the finish line.
The Philosophy Behind the Game
I’ve talked a lot about the design philosophy behind There’s a Gun in the Office before, but to sum it up:
- Immersion & Realism – The game had to feel real. I wanted to take thoughts that lived in my head and place them inside the game – to let them go in a way. That required a grounded, unsettling experience.
- Stress, Anxiety & Time Pressure – I didn’t want the player to watch tension unfold. I wanted them to feel it, make them take the actions through gameplay. Every moment, every action, every second ticking down creates stress that the player must navigate.
- Minimalism & Focus – Cutting unnecessary complexity was key. Every mechanic, system, and detail had to serve the experience.
These principles made the game possible and kept it true to my vision. They also taught me a lot about game development – especially about finishing a game.
Lessons Learned Along the Way
I’ve covered many lessons in past posts, but I’ve left one for the end – one that’s the easiest to understand and hardest to follow:
Make the game like it’s going to release from the start.
One of the biggest lessons I’ve learned is that cutting corners early on only creates bigger problems later. The best approach is to prototype freely but be willing to throw away anything that doesn’t hold up. Only well-thought-out systems should make it into the final game. Things like save systems, localization, settings, and UI shouldn’t be an afterthought – they need to be solid from the start. It might slow things down early on and make development feel less exciting, but in the long run, it saves time and frustration.
What Comes Next?
There’s a Gun in the Office was a game I had to make. It’s deeply personal, and seeing it come to life across multiple platforms is surreal.
So, what’s next?
For now, I’ll be focused on launch and any issues that arise. Beyond that, I don’t know yet. Maybe I’ll return to one of my many unfinished ideas. Maybe I’ll step outside of horror for a bit. Or maybe there’s more to There’s a Gun in the Office than I originally thought. A sequel? A new take on the same idea? Nothing is set in stone, but I know there’s more to explore.
Play the Game!
If you’ve been following this journey, the game is finally here. If you love tense, immersive horror, this is for you. If you want to experience a focused, personal horror game, now’s the time.
Thank you to everyone who took the time to read my ramblings, follow my progress, or support the game in any way. I’d love to hear your thoughts, theories, and interpretations – what’s really happening in the game? Who is the protagonist? Who captured them?
Can’t wait for you to play. Have fun!
Maciej “ragir” Dyjas