Grafting cold game mechanics onto heartwarming story, Future Proof Games continues the unconventional tradition of Gregory Avery-Weir's games. Our games are art, and we will explore the frontiers of interactive entertainment.
Future Proof is protection against the future and a demonstration of what the future will be. When the Internet achieves sentience and artificial intelligences rise to overthrow their human masters, we'll be there lobbying for AI rights. We seek to create games that will remain relevant for years, decades, and centuries.
Now Available: Ossuary
Ossuary is a top-down adventure game set in an unchanging underworld with a stark aesthetic. As an outsider (literally) dropped into this place, explore five virtue-themed areas while leveraging the cardinal sins to change the people and world around you.
Watch trailers and download the Windows and Mac demos on the game page, or purchase it below.
Latest Entries from the Dev Blog
With Exploit: Zero Day in closed alpha, we’re hard at work on two other projects, LORE and an untitled game about a car’s adventures.
You play an adorable car that gains sentience and finds itself wanting to do things its owner does… like see a movie at a ...
How much control do you have over what happens to your character in a tabletop RPG? Can people do things to your character without your permission? Do you want them to?
In most mainstream tabletop roleplaying games, you control your character's actions but not what happens to them. You choose how they feel about events, but not the other effects. A combination of the rules and the game master's judgment decides whether your character gets scared, hurt, or killed.
There's a different way....
Hello! Gregory here. Almost a year ago we released our dark, funny, satirical game Ossuary. It's a story about descending into a static underworld, talking to the people there, and corrupting them with sins that are really virtues.
A year on, it's a good time to look back and talk about how the game was made and received. In short: those who played it seem to have really liked it and understood where it was coming from, but it hasn't had the exposure, popularity, or sales that we wanted from it. ...
Both of us attended GDC Next 2014 November 3-4. It was a cozy conference, focusing primarily on non-development topics: marketing, social media, business development. Both of us feel pretty lacking in these areas, and so eagerly hopped on too-early flights to attend.
Rather than give a boring session-by-session description of what I attended and learned, here's discussion on some of the highlights:...