The last of the bedroom programmers
 
 
Upcoming Projects
Our grand plans for World Domination

ETA: 2009   Game #5 : Subversion
 
  Originally started in 2002 and intended to be our second game, Subversion has been patiently waiting for its moment in the Introversion limelight for over 5 years. Now finally the time is right, and Chris is hard at work on some truly awesome features.

For the first time ever Introversion is opening its game development doors to the public. Chris has been writing a Blog about Subversion's development and you can read it here.
 
 

ETA: Mid 2008   Game #4 : Multiwinia
 
 

We're currently hard at work producing a Multiplayer version of Darwinia, and it's going to be fantastic.

We're predicting massive sprite-armies joining forces to fight in the bloodiest
battle yet in the history of the Darwinians.

 
 

The History of Introversion
Deconstructing the Games Industry, one polygon at a time

March 2007   DEFCON in massive North American retail launch
 
 

Introversion signs its biggest deal yet with publisher Encore Software, to bring DEFCON into retail throughout all of North America.

No excuse now for people to say they haven't heard about us!

 
 

September 2006   Defcon released
 
 

Introversion's third game was released to the public. The theme is Global Thermonuclear War, and the aim is simple - obliterate your opponent! Fight hard and make those MegaDeaths count.

Simultaniously released on our website and over Steam, Defcon quickly becomes Introversion's best selling game yet.

 
 

March 2006   Darwinia wins IGF Grand Prize
 
 

With all four of the Directors in attendance, Darwinia wins three seperate awards at IGF 2006 - Technical Excellence, Innovation in Visual Art, and the Seumas McNally Grand Prize, netting Introversion a cool $25,000 in prize money.

 
 

December 2005   Darwinia published on Steam
 
 

Introversion signs a deal to sell Darwinia over Valve's Steam distribution service. This deal exposes Darwinia to millions of hard-core gamers that wouldn't otherwise have given it a second look.

During the first three weeks Darwinia sells more copies through Steam than Introversion have managed from their website since March.

 
 

March 2005   Darwinia is released
 
 

After nearly 3 years of work Introversion's second game Darwinia is completed and released to the world. Once again Introversion self-publishes the title into the UK highstreet with Pinnacle acting as distributor, as well as handling sales direct to customer through the store website.

Reviewers are ecstatic, awarding Darwinia a string of massive scores and awards. PC Gamer print a 4 page review culminating in a 90% score and a Must Buy award.

Although the magazine coverage of Darwinia is awesome compared to that of Uplink, sales never really take off in quite the same way.

 
 

2002-2004   The difficult second album years
 
 

Introversion begins work on a number of projects, but has trouble completing any of them. Uplink is ported to PocketPC but the project is shelved after failing to ever work properly. A number of game projects are started and then stopped months later. (Including Defcon and our Fourth Game)

An American publication deal is signed with Strategy First, but the company goes bankrupt and takes all of Introversion's royalties with it. By mid 2004 Introversion's finances are looking increasingly grim.

One project begins to stand out - jointly developed between Chris and Andy Bainbridge and codenamed Future War, it eventually becomes Introversion's next game.

 
 

April 2002   Uplink goes into UK highstreet
 
 

The Gamer review acts as a key to meetings with several major UK distributors. Introversion eventually signs a deal with Pinnacle Software in order to get the game into the shops in the UK.

With Pinnacle performing the distribution duties, Introversion self-publishes Uplink into the UK highstreet. More sales and rave reviews follow.

 
 

March 2002   PC Gamer UK reviews Uplink
 
 

This was the breakthrough moment that Introversion had been waiting for. Certainly not the first review, but it was the most prominent so far - a full page review in PC Gamer by a highly respected journalist (Kieron Gillen) and a very worthy review score (80%). The demo shipped on the issue's coverdisk, and our sales went through the roof.

"Perverse and brilliant, precisely the sort of work thing that should be coming from the underground, and a game which will be just as compulsive in three years time when the graphical rush of today's blockbusters has faded into obsolescence." Kieron Gillen, PC Gamer

 
 

January 2002   Introversion Software founded
 
 

With money slowly flowing in, the initial informal business partnership is disolved and Introversion Software Ltd is founded as a proper legal entity, with Chris, Mark and Tom as the Directors.

The guys feel much safer now they are no longer personally liable for any debts accrued by the company.

 
 

October 2001   Uplink is released
 
  After working hard for 18 months during evenings and weekends, Chris agrees to partner with the guys and they release their debut game Uplink for PC. The initial run of CDs are personally hand-made by the guys using cd-burners and bubble-jets, all from an investment of just £600.

Sales start out slow and the guys take jobs in the real world to pay the bills. Chris finds work as a programmer in the Games Industry, and begins to learn the true meaning of dissapointment.
 
 

October 1997   The founders meet
 
 

Chris Delay, Mark Morris and Thomas Arundel meet for the first time at Imperial College in London UK. Chris and Mark are busy with Masters degrees in Computing and Tom studies Electrical Engineering.

 
 

 

 

thinking . feeling . judgement . perception . sensation . intuition . extraversion . introversion