WILMOT IS BACK!

How did this game come to be, and why did the team decide to expand Wilmot’s world? Co-Designer Ricky Haggett reflected on the development process for us.

We all really enjoyed the reception to Wilmot’s Warehouse - people sharing their organisational systems, fan-art, theories about whether Wilmot has legs (he absolutely does)… and we also loved working with Finji, so once we finished I Am Dead, we were thinking of ways to revisit his world. During this time, we were also working on the Wilmot’s Warehouse board game with David King and the folks at CMYK, although we had no idea at the time how close together those things would release.

Richard Hogg (Co-Designer and Artist) and I both enjoy jigsaw puzzles - in real life and online with friends. A thing we especially like is ‘no-boxing’, where you do a puzzle without ever seeing the picture on the front of the box, so you have no idea what you’re making (In my opinion this is the only way to do a jigsaw). One day we had an idea that maybe the Wilmot mechanic would be a good fit for something which was a bit like no-boxing a jigsaw puzzle, so we started prototyping it, and it felt pretty good right away! It was then a case of removing things we didn’t need from Wilmot’s Warehouse - the various upgrades weren’t necessary, and nor was Borky (sorry Borky! - although they do make an appearance in this game).

Within a month or so we had a little game that we could play, and which we were fairly confident would turn into something special with more time.

You can grab it now for PC and Mac on Steam, itch.io, Humble, and GOG!