In addition to our commercial releases Primordia and Strangeland, we have released a few small games over the years:
The first, Like a Raisin in the Sun, is essentially a mood piece—it’s not really a game so much as short work of fiction about a robot who would like to bake a cupcake. You interact with the game by pursuing various strands of the story to various conclusions. It’s quite short, and any given play through shouldn't take more than a few minutes.
The second, Salt, is a traditional, albeit small, point-and-click adventure about the aftermath of a shipwreck in the Antarctic, loosely based on the doomed Franklin expedition. It’s a somewhat longer experience, but—unlike Raisin—it’s only good for one play-through.
The first, Like a Raisin in the Sun, is essentially a mood piece—it’s not really a game so much as short work of fiction about a robot who would like to bake a cupcake. You interact with the game by pursuing various strands of the story to various conclusions. It’s quite short, and any given play through shouldn't take more than a few minutes.
The second, Salt, is a traditional, albeit small, point-and-click adventure about the aftermath of a shipwreck in the Antarctic, loosely based on the doomed Franklin expedition. It’s a somewhat longer experience, but—unlike Raisin—it’s only good for one play-through.
Next, Until I Have You is a platformer created by James Spanos, the programmer of Wormwood Studios. Among other things, it represents one of the most incredible transformations of the Adventure Game Studio engines ever, one reason why James received the Lifetime Achievement award from the AGS community.
Finally, during the development of Primordia, Victor Pflug—Primordia’s lead artist—made Beacon, a short, atmospheric point-and-click adventure. While technically not a Wormwood Studios game, Beacon will feel familiar because of Victor’s unmistakable style and its robotic protagonist.
