“The whole history of the Creeper World series is serendipitous and unintentional,” says its creator, Virgil Wall, in his Texan lilt. “You know how it goes with these things, one thing led to another.”
Creeper World is a singular take on the realtime strategy that Wall has spent the past decade making. Former man of the cloth Kieron Gillen once described the original as “the most apocalyptic game I’ve played in ages”, an RTS about managing constant attritional threat. But it’s also a game about simplicity. As Wall puts it, “its original purpose was to throw strategy gaming into a crucible and turn up the Bunsen burner as hot as it could get and boil away anything except the essence.”
But that’s led to 10 years of grappling with a constant problem: how do you design follow-ups to a game that was already boiled down to its essentials?
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