When most developers release a genuine hit, they step into the spotlight. The release of Superbrothers: Sword & Sworcery EP in 2011 could have been that moment for designer Craig Adams. A pixelated journey equal parts beautiful and tragic, it was an early showcase for what was possible on two different mediums: mobile games and Twitter. It showed how touch-based video games could feel fundamentally good without buttons, and reflected the more playful and naive social media that defined an era that has since soured our culture.
This is a companion discussion topic for the original entry at https://www.vice.com/en_us/article/xg85aq/why-sword-and-sworcerys-designer-waited-10-years-to-release-a-new-game