There's a Gun in the Office news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak2
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score88% positive
- Total reviews24
- Release dateFeb 20, 2025
- DeveloperRagir
- PublisherRagir, Take IT Studio!
Genres: Adventure, Indie, Simulation
Company pages: Developer: RagirPublisher: Ragir, Take IT Studio!
There's a Gun in the Office Steam news
There's a Gun in the Office news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- The Stress is Almost Here - 19 February 2025
Hello! I'm Maciej, the creator of There’s a Gun in the Office. With release just around the corner, I wanted to take a moment to look back at the journey - what went into making this game, what I’ve learned, and what’s next. The Road to Release It’s been a long and strange journey, but we’re finally here. I’m incredibly proud to say that my game is releasing tomorrow. Finishing it has meant proving to myself that I can see a personal project through, even in difficult times. I wouldn’t say the game saved me, but it absolutely helped me push through some dark moments. And now, it’s time to share those moments with you. Even though I developed the game on my own, There’s a Gun in the Office has never felt like a solo effort. Friends and family encouraged me to keep going. Playtesters broke the game in ways I never expected but always reassured me that I was onto something. My cinematic pa…
- Minimalism and Ambition - 17 February 2025
Hello folks! Hi, it’s me again - Maciej Dyjas, the creator of There’s a Gun in the Office. With the game’s release just around the corner on the 20th, I wanted to dive into a philosophy that has shaped not only this project but also the way I approach game development as a whole. The Sea of Games Game releases are constant - thousands come out every year. I won’t dwell on why or how, but the sheer volume of games creates a distinct challenge: standing out. For many developers, the response to this oversaturation is overcompensation. Advice on how to differentiate your game tends to fall into two camps: Be different - target a niche, make something weird. Be better - polish everything to perfection, refine existing ideas. Both are valid in theory, but in practice, they miss an important factor: feasibility. The reality is, every game has constraints—whether it's budget, time, or manpower…
- Creating Tension Without Breaking Belief - 15 February 2025
Hello people! This is Maciej, the creator of There’s a Gun in the Office. Last time, we talked about making a game by yourself. Today, I want to explore a challenge I faced throughout the game's development: making a stressful/scary game while keeping it as fun as possible. The Problem When making a serious game, maintaining the weight of the story and gameplay can conflict with keeping the experience fun and engaging. The suspension of disbelief is far more fragile in this genre compared to others. The illusion can easily shatter with potential bugs or strange game behaviors. In order to successfully scare — or in my case, stress out — the player, they need to believe in what's happening. Not in a literal sense, but just enough to be affected by it. I knew this would be a challenge from the start, so I planned accordingly. My solution began with crafting a realistic environment to help…
- Making a Game as a One-man Army - 13 February 2025
Hello again, It’s Maciej, the creator of There’s a Gun in the Office. Or should I say: the solo creator? Well, mostly. For the vast majority of development, I worked alone — though I couldn’t have finished without some key support along the way. So far, we’ve covered two main topics: the game’s origins and its development timeline. Today, I want to talk about what it’s like to tackle a game project (almost) solo, where I sought help, and what I learned from the experience. Hopefully, this will offer some insight to players curious about how solo games get made — and maybe help other aspiring developers too. Designing for Success Main reason the game was completed? I designed it around my skills rather than my ambition. There are two ways to approach design like this: lean into your strengths or steer clear of your weaknesses. I chose the latter — avoiding animation, AI, complex modeling…
- Behind the Stress - 10 February 2025
Hello again! This is Maciej, the creator of There’s a Gun in the Office. Last time, I shared the inspiration behind There’s a Gun in the Office and how it came to be. This time, I’m taking a step back from the darker themes to dive into the messy, chaotic process of bringing the game to life. I’ll walk you through the development timeline, the unique challenges I faced, and what it’s like to create a solo project that’s far from a straight line from idea to final product. And don't worry — no spoilers! Project Start It all began in October 2023. I had been getting more into horror games earlier that year, and the Halloween season sparked my creativity. Horror games are often playgrounds for bold ideas, and I decided to try making my own spooky experience. The plan seemed simple enough: build a game within a year for the next Halloween. Keeping the scope small felt manageable. The core i…
- From Darkness to Creation - 6 February 2025
Hello Steam Community! My name is Maciej, and I’m the creator of There’s a Gun in the Office. Over the next three weeks, I'll be sharing stories about the game: why it was made, how it came to life, and some memorable moments from its development. In this first post, I want to take you back to the game’s inception — why I decided to create a horror experience about doors, keys, and being trapped. Anxiety and Depression I've been working in the games industry for about 10 years and making games for even longer — it's always been my passion. But for the past 10 to 15 years, I've struggled with anxiety and depression. Therapy became a part of my life, but there were long stretches where I felt overwhelmed by everything — and sometimes, by nothing at all. Two years ago, things took a difficult turn. I won't share the details because they're not what matters. What does matter is that I neede…
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