I draw with an old graphical tablet from Wacom. It's Intuos 4. It's so old, it doesn't even have a touchscreen on it. I can't imagine drawing using a mouse. I know it's possible, but not for me.










Comic book artists: Hugo Pratt, Nicholas de Crecy, Andreas, Enki Bilal, Regis Loisel, Moebius, Grzegorz Rosinski, Boguslaw Polch.

Painters: Zdzislaw Beksinski, John Blockley, H.R. Giger, Claude Monet.

Writers: Tove Jansson, Jerzy Szylak, Etgar Keret, Viktor Pielewin, Sergei Lukyanenko, Andrzej Sapkowski, Rober Wegner, Brandon Sanderson.

Musicians: Tom Waits, Prince, Burial, Andy Stott, Boards of Canada, Aphex Twin, Andreas Vollenweider, Dead Can Dance, Heilung, Jeff Buckley, Kaliber 44, Thom Yorke.

Games: Works of Wada Che Nanahiro, Oddworld, Journey, Soma, Rayman, Fallout, Valiant Hearts, Antichamber, Brothers - a tale of two sons, Subnautica, Dishonored, Hellblade, Inside, Limbo, Little Nightmares, Stalker, Portal, Prey, Rain World, Tomb Raider, Riven, the Talos Principle, the Witcher.










Yes. I have published few books in digital format, check them out on this page.










Flashpoint Archive project has all my old flash games in its enormous effort to archive the flash era of online gaming. You can for sure find old Submachines, Daymare Towns and so on there. Just google it and enjoy.










Old Flash games (2004-2017):
Game engine: Adobe Flash cs6 (art, animation, coding, everything...)

New games on Steam (2018-present):
Game engine: Game Maker.
Art: My first Steam game, Slice of Sea was hand-drawn on paper, scanned and colored in Adobe Photoshop cs6. Remaster of Submachine was entirely drawn in Flash cs6 and exported directly from it to png files which were used in Game Maker. Daymare Town remaster uses original drawings created in Flash cs6, exported to png files and then enhanced in Krita.
Animation: Spine.

I don't create music for my games. ThumpMonks create music for Submachine and Alex Voytenko created music for Daymare Town.










Yes and no. There most likely will be another Submachine, but it will not be numbered, so it won't be called Submachine 11. It will be called Submachine the Engine and I want to start working on in after the Daymare Town remaster release in 2025.










The story arc of Murtaugh and Liz is finished. It was being told since the original first Submachine game back in 2005 up until Submachine: the Exit ten years later. If there is a brand new Submachine in upcoming years it will open a new story arc. The title of this game will be Submachine the Engine. There's a possibility for the story to emerge from a completely different part of the subnet or different time frame. That would be the first original, completely new Submachine project since the series finished it's first era, the Macromedia Flash era...










No. Parts of this project were repurposed into the Shattered Quadrant, a completely new chapter in the Submachine Legacy remaster of the entire series. It's locations and puzzles were incorporated. However, the heart of this project (player's theories) was removed due to rights issues. It's not being updated anymore, but the value and history of it remains preserved and alive on its itch.io page.










No. Both game series were written be separate authors. Submachine is my own creation, Covert Front was written by Karol Konwerski. Combining these two universes would be like combining Lord of the Rings with Game of Thrones, for the lack of better analogy.










No. This series is finished. As stated above, I'm not the author of this series. The author, Karol Konwerski is done not only with Covert Front, but also with writing stories for games in general. The last episode of this series was published on April 28th 2012... I think it's time to stop wondering whether this series will continue.










Unlikely. The thing is - I'm remastering my main IP's: Submachine and Daymare Town. Covert Front is actually property of the author, the person who wrote the story for it - Karol Konwerski. On the other hand - I'd like to end the remastering phase and get back to creating new games. Like new Submachine, or sequel to Daymare Town or who knows what else new might emerge.










No. These are not my games. Let me explain. My games are the ones I created all by myself (except for music) and that would be Submachine, Daymare Town, Slice of Sea, 10 Gnomes and so on. You can find entire list of my games here. There's also Covert Front, which was drawn by me, but written by Karol Konwerski.

However, the Fog Fall, Aurora and Space Oddity are not my games. I did not write their stories, I did not draw them. I was merely a programmer putting other people's stories and graphics together into a working flash game. They were created under Pastel Games brand established by me and Karol Konwerski in 2007, where we were creating point and click flash games. We were hiring our colleagues, mostly from polish comic book circles to write games and create graphics for us.

The Fog Fall was written by Karol Konwerski and Daniel Gizicki and drawn by Maciej Palka. Owl's Nest and Morbid were written and drawn by Maciej Palka. The Great Escape, Sneak Thief, Space Oddity and the Scene of the Crime were written by Karol Konwerski and drawn by Kamil Kochanski. Aurora was written by Karol Konwerski and drawn by Krzysztof Poznanski. Eien was written and drawn by Jacek Witczynski. Charger Escape, Baba Yaga, Escape Artist and Bermuda Escape were written and drawn (using mouse!) by Barbara Jarosik.

So these games are not my IPs and I don't even have rights to continue any of them. These are properties of Pastel Games, which is no longer functional and operating. It's over guys, let it go.










No. Apple is a predatory company that tries to take money out of my pocket by forcing Patreon to use in-app purchases on their platform. That means they want to take 30% of my Patreon money. Even Patreon themselves don't take this big of a cut. Patreon takes 5%. They want 30%. Do you see the ridiculousness of this situation?

And then there's also this. After truly horrifying experience of notarization process I went through in 2021 and 2022 while trying to put and maintain MacOS version of Slice of Sea on Steam I'm done. You might notice that final build versions for PC and Mac of Slice of Sea do not match, that's because while I was still updating and polishing the game after the release - new MacOS builds once again stopped working properly. That's why PC version continued to be polished and maintained, while the last MacOS build is not up to date, it's just the last build that was working without throwing any error messages. Get this: using the exact same notarization process achieved through blood, sweat and tears that was working properly for a while - all of a sudden just wasn't anymore and I was back the beginning, non the wiser. That was it for me. There is that saying about Sisyphus and the work he was forced to do. The process of creating stable Apps for MacOS is exactly that.

It's a Sisyphean Task. Even if you manage to somehow release a Mac compatible and playable game - don't you worry, it will stop working in few months and also the process you used will be completely outdated by the time you'll try to release your next game in couple of years. I think if you want to have Mac versions of your games, you need to have a designated MacOS manager/developer on your team that keeps in touch with all changes of the notarization system and entire Mac publishing, and better yet, is in contact with some Apple representative assigned to your company by Apple. As you might have guessed, that would not be me, I'm too small of a fry to even try to get breadcrumbs for the master's table. I'm out, guys. I just can't waste away while trying to put my games on Mac for fist full of dollars. My sanity is worth more.

So no - I'm not interested in working with Apple ever again.











No. I was creating free Linux versions for a little while for my older free to play games. Operative word being - FREE - as in: if it doesn't work, hey, at least I tried, but no harm done, right? However - once I transitioned to bigger games that you have to buy on Steam to be able to play, I can't do that anymore.

You see - I can't publish half-baked Linux builds that might or might not work, and even if they are working, they are still missing Linux libraries and need a designated troubleshoot to run properly, and are also playable only for certain branches of linux OS and not other ones. It's out of my reach to maintain so many Linux OS versions and keep tabs on whether my game is working or not.

I'm pretty sure Steam would also not approve Linux versions from me in that state since it would basically be a coin flip on whether the game you just bought from me is working on your Linux machine or not.