Is Dracula’s Castle a Sim Tower game?

Or is it a Colony Sim?

Short Answer: Yes, Dracula’s Castle is indeed a Sim Tower game. Well, maybe a SimTower game is more accurate. Tower Sim perhaps?

I was recently re-tagging Dracula’s Castle on Steam to get some more accuracy out of the Steam algorithm and part of that is assigning genres and sub-genres to your game. In the end, I went with Colony Sim – because it seems to be the best fit – but I couldn’t not think of Sim Tower.

(And thinking of colony building games, the idea of Dracula running a colony seems a bit absurd… Maybe I’ll do a sequel game: Dracula 2142, where he’s in charge of running a moonbase on Titan.)

If you’re not familiar with the term Sim Tower, let me explain. It’s a game that was released back in 1994, well actually it was called SimTower: The Vertical Empire.

SimTower, Copyright Maxis Software.

This is well before The Sims began it’s domination run in the early 00’s. It was a curious game, originally a Japanese creation by Yoot Saito, one which got onto legendary SimCity creator Will Wright’s radar and was subsequently localized for Western audiences and rebadged with the Sim (or Sims?) brand.

The Sim spin-offs were usually very original, I remember as a kid being fascinated by SimAnt as well (the fact that it made me think of Honey I Shrunk the Kids probably helped). I loved SimTower for its originality at the time and in fact I had a lot of fun many years later with Star Wars: Tiny Death Star, which greatly reminded me of it. (It also happens to have the best Star Wars pixel art, ever. Not to mention the Imperial March brilliantly re-imagined as an elevator tune!)

So here’s to SimTower and the plucky young Yoot Saito! Maybe it’s time it officially got its own sub-genre?

To those of you coming back after reading Dev Diary #1, hey I made it back! I guess this isn’t technically a Dev Diary but I am working on something. Hopefully I’ll have it up soon.

Dracula’s Castle – Dev Diary #1

Dracula’s Castle Begins

Where to start?

So, I’m going to give this Dev Diary thing a crack for Dracula’s Castle. Hopefully it sticks because historically, I have been monstrously notorious at making a couple of posts and then vanishing into the ether, never to be seen again (what a *terrible* way to start marketing your game! -Marketing Ed). The thing is, these past blogs were a bit too generic. Well… This time there is one major difference, I’m pouring my heart and soul into this game. I think that should keep me going this time. We’ll see!

So first things first, where to begin? (Well, the real first thing is getting over the daunting idea of starting a dev diary but I digress…)

I think that perhaps talking about Dracula’s Castle’s core pillars on a rotation could be promising. So far we have:

– Build
– Explore
– Combat
– Customize

A good plan – *I think*, I legit have no experience doing this whatsoever, you can tell right? (/facepalm -Marketing Ed)

Every now and then, I’ll talk about a minigame or a concept (I’ll have to be careful here though, I don’t want to get everyone excited about a feature I may end up dropping). And occasionally I’ll talk roadmap or release strategy. Two of the big ones being the alpha demo and whether or not for Dracula’s Castle to go Early Access (I think demand will probably end up driving this). And who knows, as I go maybe you’ll be there to give me tips and advice on this scary endeavour.

If I have time I may even do a separate Programmer’s Corner type entry for the technically minded. We’ll see.

Dracula's Mountain Train
An accurate simulation of me heading into the unknown.

OK, that’s probably an alright intro. Marketing Ed is giving me the cut comms signal. Or maybe he’s just telling me he’s gonna kill me after this. /shrug

Oh! And one last thing, if you haven’t already, you can subscribe to the newsletter. I’m not the spamming type and it’ll be a good way to stay up to date with the game.

Announcing Dracula’s Castle!

I’m very proud to announce Dracula’s Castle today. In development for the last 20 months or so, it’s my first foray into the world of 3D. I expanded the scope in comparison to my earlier games as I felt I was ready to tackle something bigger. I did not anticipate the sheer amount of work I had laid out for myself!

It’s been an incredible year so far with the birth of our first child, and quite the schedule trying to get work done on the game at an acceptable rate. I feel like the game is in enough of a decent base state to announce it now.

I have a bunch of dev notes handy so hopefully, given the time, I’ll start a bit of a dev diary going. I’m not expecting to be able to post every week or anything like that, but I will try to update the site when I get the chance. Here’s to 2021 and to Dracula’s Castle!