ThreeStep Press Page
ThreeStep is a story-based light-weight survival & exploration game about Sadie Kalasrade, a grieving mother that takes a temporary job hunting Mountain Lions near her Western Alaskan home town, where she hopes to find closure by building a symbolic grave on a small mountain called Three Step. Along the way, you'll meet NPC's who're having their own struggles and victories.
ThreeStep is largely informed largely by growing up on a snow-machine (and in a boat) in Western Alaska, seeing outside companies come in and exploit the captive audience (especially with regards to alcohol), seeing my mom go through chemo and radiation treatment for breast cancer, and losing my brother to a drug overdose in 2015. Which made it quite a challenging game to make, specifically from the writing side. I did my best to handle sensitive issues in a way that respected them, but didn't violate the characters I'd written, while also doing my best to allow players to use their dialogue choices to both learn about the protagonist Sadie, as well as to decide how she reacts to the people she meets, how much she tells them about herself and her goals. The game is, like me, very angry at some institutions, but I did my best to nest that anger in personal stakes for characters and to make sure that, especially in the current national political climate, there was no way that this could be honestly read as being anti-immigration or xenophobic. ThreeStep is anti-exploitation.
CakeNeq Games' history
Hi, I'm Wyatt White (the only person in CakeNeq Games) I've been making games since 2011, based in Bethel, Alaska.
- Mostly small stuff, our first two games Monotaur and TeleDodge were mobile titles that no one noticed(both with art drawn by Kelsie Sara, who was the other half of CakeNeq Games at the time).
- After TeleDodge, Kelsie and I decided to go our separate ways. At which point I started work solo on SiC, which was intended to be a love-letter to Half Life, DooM, and Sigma Team games. It was a really rough game, but did a few sales and was liked by most people that played it.
- I spent a year spinning my wheels on a dog-mushing game before dropping it, linking up with Jon Medina and starting work on WayDown, a WWII Roguelite shooter about dungeon-blasting your way to hell and reclaiming your soul. It was another rough game with an especially rough ending, as we were pulling out code and features literal minutes before the game went live, causing some pretty major game-breaking bugs. WayDown sold far more than SiC ever did (<100 copies, not counting our sales through the IndieGala bundle) but managed to make back a decent chunk of it's budget.
- Since then I've been working on ThreeStep largely solo (save for some music made by my brother, Mike White). ThreeStep has had it's ups and downs, starting as a retelling of Sadak in Search of the Waters of Oblivion, and slowly becoming a Don't Starve ripoff, before settling into it's current state as a more conversationally focused exploration game.
I'm still working on this I promise