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Latest News: State of Annihilation

I think I can safely assume that if you're reading this, you already know that I've failed once again to deliver on a prior post's promise. But in the event that you're new here —Hi!— I will now state my failure plainly to catch you up. Annihilation is sadly still unfinished...

I realize it's frustrating to hear that, but rest assured it's just as troubling for me to write this. And in truth there is little else in this world that I want more than to finally achieve completion on my indie game project. I owe that to many people, but foremost to my younger self: who all the way back in 2009 created the title's hero and central design pillars in the small and mostly unknown original personal project.

So many years and events have passed since that moment in time—the beginning of my adult life, the start and end of a working career, several incomplete novels, numerous personal highs and tragic lows—I'm not the same individual as I was back then, but certain things remain iconic to a creative's core: just as fate has its hand in circles. And so after 14 years of dormancy, I returned to Annihilation to make it real: an official game, solo-made, and launched to the world on Steam.

Needless to say things haven't exactly gone as planned, and to my naive surprise—from the very beginning—every step of development has been hit with obstacles and constraints. From business and banking hassles, to game engine loss and restructuring, to motivational fatigue and burnout, financial stress and strain, struggling fears and health complications: this project has been an utter battle for me on virtually every level.

In some ways the smart choice would have been to quit, give up the dream and be another drone. But I've wasted enough years throughout my life to know the difference between losing time in a holding pattern vs time lost in the struggle of charting a different course. And though I can easily look back on all the weeks and months of development time that was "wasted" under idle breaks and periods of burnout, those were the very days that bought me the efficacy to make my bursts of gain. And while I may not be a great developer and my work output isn't consistent, the truth is that Annihilation is closer than ever to completion, and my once youthful dream just as nearer.

I recognize that these words don't make up for the disappointment, and while 2024 would have obviously been a better year with my game released, I think 2025 will be even better. So until then, I want to thank the unknown 79 wishlisters on Steam for your patience. That simple gesture means a lot to me, and though it may not seem like it currently, when the trailer and demo releases, I think you'll understand it was worth the wait.

Anyways, that's it for now. I'll make no other promises other then to continue to work in stealth isolation mode until Annihilation is fully ready. And with some good fortune perhaps that day will be soon...