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Off Grid from developer Semaeopus is a stealth hacking game where data becomes a powerful weapon and it looks brilliant.

Off Grid is a stealth and hacking game where data is your most powerful weapon. Off Grid forgoes combat for hacking tools and ingenuity, and is extensively moddable.

Unique gameplay mechanics allow you to manipulate the world and people around you with the data they unwittingly leave behind.  You can truly hack and manipulate objects in the environment.

I covered this before briefly back in April, as the developer seemed committed to providing a Linux version. Sadly, the demo is currently only on Windows and Mac but I did speak to the developer today where they told me a Linux demo is now a priority with the Kickstarter being live. They've unfortunately had some last minute issues they're trying to solve, so hopefully it won't be long. Update: As the developer noted in our comments, the demo is now on itch.io.

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They're seeking £20K in funding and with 29 days to go they've already managed nearly 50% of their goal so it looks like they're onto a winner. Hopefully it won't suddenly drop-off as we've seen that happen a few times, they need to keep that momentum going.

The actual gameplay does sound very promising, especially with it removing combat. In a world were privacy issues are found constantly (hello Google+) and mass surveillance is becoming the norm it's especially relevant.

Take a look on Kickstarter.

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Nezchan 10 Oct 2018
Crowfunding? How much money do crows have? ;-)

Enough to murder for.
14 11 Oct 2018
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Always nice to see a developer come along and join the conversation...even has a cool avatar.

I'm very interested in this game. As someone who's completed the CEH course, games like this make me wonder if I'll have an advantage or disadvantage over the typical gamer.
pscho 11 Oct 2018
We're hoping to find a nice balance where the game should be playable and enjoyable for the average gamer, while also having some extra interesting stuff, alternative ways to get through levels etc, for those who have some related skills in real life. And of course making the modding tools to allow people to make some nice levels that might also feature some of the real-life vulnerabilities and techniques those people are aware of. (Or, to deal with privacy issues of new laws, or whatever strange stuff might be going on in the modder's home country, and present them to the gamer audience in a more relatable and understandable way)

...we'll have to see how well that works out, of course. :D

As for the avatar, that's a couple of months old white-tailed eagle kid doing some wings practice. Few years ago a friend of mine sent me a link to a live web cam in an eagle's nest somewhere in the middle of a forest in Latvia. Being stuck to my desk way more than I like (and also currently living in London where nature is not quite as abundant as where I come from), just the background noise of the forest, wind and trees was really nice for coding. And pretty quickly I found those eagles to be a lot more interesting creatures than what I would have expected, with some surprisingly intelligent behaviors and personalities. So since then I've had a cam open in background or second monitor all the time while working on the game, just the right balance of relaxing background sounds and occasional distractions to break me away from the work a bit. Highly recommended!
wintermute 11 Oct 2018
"Personally backed", that's very different to what I was talking about.

Not really, it's just that's the only thing I've calculated stats for. There's no specific reason to believe any randomly selected set of Kickstarters is not indicative of the general trend unless you want to make the case that I am unusually bad at picking them. What evidence do you have to back up your claim of 1%?
Liam Dawe 11 Oct 2018
"Personally backed", that's very different to what I was talking about.

Not really, it's just that's the only thing I've calculated stats for. There's no specific reason to believe any randomly selected set of Kickstarters is not indicative of the general trend unless you want to make the case that I am unusually bad at picking them. What evidence do you have to back up your claim of 1%?
I'm not sure how you're failing to understand this.

If you back 2 kickstarters and both fail, that's a 100% failure rate. That's an obviously silly example, but I'm showing you how different it is what we're actually talking about.

If you gather statistics for all kickstarters that promised Linux support, that would give the actual accurate representation. I wasn't talking about personal samples in my original comment, which I what I am trying to explain.
Eike 11 Oct 2018
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If you gather statistics for all kickstarters that promised Linux support, that would give the actual accurate representation. I wasn't talking about personal samples in my original comment, which I what I am trying to explain.

Well, I guess you didn't do these statistics either...?
Liam Dawe 11 Oct 2018
If you gather statistics for all kickstarters that promised Linux support, that would give the actual accurate representation. I wasn't talking about personal samples in my original comment, which I what I am trying to explain.

Well, I guess you didn't do these statistics either...?
Happy to put my money where my mouth is, here's a start on it: https://www.gamingonlinux.com/index.php?module=crowdfunders - give feedback on missing items in this forum topic: https://www.gamingonlinux.com/forum/topic/3534

Even with the limited amount I've got on there right now, the failure rate is pretty low.
wintermute 11 Oct 2018
I'm not sure how you're failing to understand this.

Likewise.

If you back 2 kickstarters and both fail, that's a 100% failure rate. That's an obviously silly example, but I'm showing you how different it is what we're actually talking about.

And if I back 100 Kickstarters is it still obviously silly?

If you gather statistics for all kickstarters that promised Linux support, that would give the actual accurate representation. I wasn't talking about personal samples in my original comment, which I what I am trying to explain.

And if you gather statistics for a random selection of Kickstarters that promised Linux support then what you're doing is sampling, a well understood statistical technique known to give representative results for the whole set of data (sampled and non-sampled) within certain bounds of accuracy.

You can argue my selection is biased (and it is, though it ought to be biased towards projects that had more believable promises of Linux support), but you can't argue it's irrelevant.

Even with the limited amount I've got on there right now, the failure rate is pretty low.

And yet still way more than 1%.


Last edited by wintermute on 11 Oct 2018 at 2:50 pm UTC
Liam Dawe 11 Oct 2018
Not going to argue this any further. I've shown I'm doing something to check and it's nothing to do with this developer.


Last edited by Liam Dawe on 11 Oct 2018 at 3:00 pm UTC
Eike 11 Oct 2018
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Even with the limited amount I've got on there right now, the failure rate is pretty low.

I couldn't believe 1%, but I'm happy to see it lower than I expected.
pscho 11 Oct 2018
Downloads don’t work anymore on itch.io it seems. Oh well. The game seems interesting but it’s hard to get an idea of the gameplay from the trailer.
Itch keeps reverting the page back to "draft" status after random intervals, once or twice per day, and we then have to go back and set it to "published" again. Which is getting pretty annoying by now. We'll try contact them about it, but at least for most of the time the downloads should be available.
flesk 13 Oct 2018
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If anyone's interested in some more data, here's a list of my backed projects:

https://docs.google.com/spreadsheets/d/1GiFKkK6MjhzHDC0sDFhMv0kutQ5hZVpHBZsZRFqXTRc/htmlview

The current "success rate" for me is 84%.

I'll try to get the games added to the wiki page.


Last edited by flesk on 13 Oct 2018 at 7:43 am UTC
Eike 13 Oct 2018
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If anyone's interested on some more data, here's a list of my backed projects:

https://docs.google.com/spreadsheets/d/1GiFKkK6MjhzHDC0sDFhMv0kutQ5hZVpHBZsZRFqXTRc/htmlview

The current "success rate" for me is 84%.

I'll try to get the games added to the wiki page.

When looking at the empty spaces at Linux ports, I'm thinking we need some "expiry" of the promise. Like if it's not delivered 6 months after the Windows release (and, maybe, there's no sign of very active working on it), it's considered not released for Linux.


Last edited by Eike on 13 Oct 2018 at 7:28 am UTC
flesk 13 Oct 2018
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I think I put a "No" on all of the games that have been released, even if a Linux version might be released later. Moonman/MoonQuest will almost certainly get a Linux release, but it's a "No" so far in my document. Adventure Pals I'm not so sure about, though it would be a huge disappointment for me personally. Their artist really wants to get it out, but their programmer is apparently too busy.
wintermute 16 Oct 2018
The current "success rate" for me is 84%.

I found my old spreadsheet, it was from April 2017, my success rate at the time was 79%. Since then Everspace and Paradigm have released Linux versions, though a few more have released Windows versions but not Linux versions (e.g. Bard's Tale IV) so it's probably still around the same number.

When looking at the empty spaces at Linux ports, I'm thinking we need some "expiry" of the promise. Like if it's not delivered 6 months after the Windows release (and, maybe, there's no sign of very active working on it), it's considered not released for Linux.

I have two potential cut-offs to consider: Has the game appeared in a Steam sale (outside just the launch discount)? Has the game appeared in a bundle?

I remember Lords of Xulima took more than a year to get the Linux version out, saw it in at least two bundles for basically pennies between the Windows release and being able to play it natively.
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