How to Increase Social Capital in a Remote-First Team

Game development is a long road which be full of twists and turns, and usually requires teams of developers to work in harmony, coordinate and to trust one another. Whether you’re working on beautiful brewing sims, transforming thrilling tabletops or popular porting projects – the need for your team to communicate and perform is essential. The answer? Social Capital.  

John Kennedy, Auroch Digital Producer

Defined as the value gained from the web of relationships you grow, Social Capital can be increased through social interactions and engagements within a team, and has the potential to elevate the productivity and trust of your team to new heights.  

Recently, Producer John Kennedy set out on a mission to increase Social Capital within his team and documented his findings… and how a Brew at 2 became relationships that grew.

So pop the kettle on, and read the below article by John to discover how even the smallest interaction can impact the wellbeing and trust in a game development team… 


What is Social Capital in Game Development 

The concept of Social Capital is the accumulation of every day social habits which can sustain and improve a team’s performance and productivity. Think of it as if every team member is acting as a brick in the wall, and social capital is the mortar in-between those bricks. In Game Development, the success of a project is closely linked to the performance of the team as a whole and not of individually high-performing members, and Social Capital is a great way to bring a team together, unite them on a journey towards a common goal and improve performance in times of crisis or high pressure (like Milestone Deliverables). 

But Social Capital is not a tick-box exercise, it’s something that needs to be maintained and tended to throughout the lifespan of that team through events and interactions. All social interactions add to the Social Capital pot – whether that’s small interactions like chatting to a colleague in the office kitchen or catching up on the commute to-and-from the office, or bigger events like a team lunch or after-work event. Every single interaction between team members can help to form and strengthen relationships, and boost the bonds between the team. 

Seems simple enough, right? 

Some of the auroch digital herd saying a remote “good morning!”

How do you increase your social capital in a team? 

All social interactions add to the social capital pot. From after work events or chatting to a colleague in the office kitchen whilst the kettle boils. From having lunch together at work or catching up on the commute to and from the office. All these social interactions help to form relationships and improves bonds between team members. 

So how can we increase social capital when we work remotely? 

This is the question that I’ve been asking myself. I work with a team that work in various locations in around the UK and outside too. Therefore, this high frequency daily face to face social interactions that I’ve mentioned aren’t possible. There’s no bumping into someone in the kitchen when you’re making a brew, no passing conversation within earshot that you can join, no commute to have a chat with a colleague on the train about the weekend. So, what can we do to allow these kinds of interactions to happen and help cultivate this important Social Capital? Furthermore, how do we know and assess what we do is actually having an impact? 

I had an idea… ☕

What was immediately apparent was that we needed to create the space and the opportunity for people to have those more personal, non-work related conversations. So the first thing I did was to introduce an optional weekly “Brew at 2” 30min meeting on Friday afternoons where the team could chat about anything, preferably non-work related. 
We have lots of meetings throughout the week, but all these meetings revolve around work and therefore the conversations are often non-personal as they are limited to work related challenges, solutions and project planning. Therefore people don’t get much opportunity to talk about other interests / events going on in their lives. I wanted to create a space where people could chat about anything mimicking the conversations we’d have whilst making a tea or coffee in the office kitchen for example. The key thing was to highlight that work chat can happen outside this space and maintain a relaxed environment so that people felt comfortable to chat about what was going on in their lives. 
I monitored the attendance of these social gatherings. At the same time, I introduced an optional team survey and requested they completed each month to see if there was any correlation between the survey results and the attendance of the weekly social get together. The survey was focused on confidence, support, isolation and general wellbeing whilst on the project. Each question gave the team the ability to score on a scale from 1 to 5 (1 = negative, 5 = positive). At the end there was also an opportunity for them to add any notes on how they were feeling in themselves and the project. 

putting the tea in team ☕

Analysis 

By monitoring the Brew at 2 attendance and cross referencing the team survey results I was wanting to see if any patterns immerged that I could draw conclusions from. I picked 3 team members that were the most consistent in both attending the Brew at 2 and completing the survey. I then compared the data on these 3 individuals against the overall team average data. These were my key noticeable trends: 

  • As time went on the individuals who attended more brew at 2s felt less isolated than the team average 

  • Their happiness with the project over time was on a more positive trajectory compared to the overall team. 

  • On average they ended up feeling more confident in supporting others 

  • The individuals were more likely to ask for help compared to the team average. 

The last 2 points are the most relatable to the Social Capital theory. However, there are some other points that should be considered when drawing any form of conclusions. The average attendance for Brew at 2 was 31.3% each week. The average participation of the survey was 54.4%. These numbers do reduce the validity of the data as we are not seeing the complete picture. However, if I had forced these contributions, there was a risk that the data given would be impacted by the mandatory nature of these requests, therefore reducing the validity of any data that was given. 

It’s worth noting that over time within the studio we have an increasing number of other social interaction opportunities. We have many online communication channels for non-work related chats; Pets, Food, Boardgames etc. We have virtual get togethers after work such as Creative Club where people can chat whilst doing anything… creative! This has been highly successful to the point where people would join just to hang around for a chat. There are also the less infrequent face to face get togethers; dog walking, boardgame nights, developer conferences. These extra social interactions / events are announced each week within our company wide meeting, ensuring everyone is aware and given the opportunity to join in / contribute. Many of these have risen out of other organised catch-ups and have organically grown by the team members themselves. 

So by not being in a closed environment, having so many outside factors that ultimately affect team survey results, it is difficult to attribute one piece of data to another. But the data gathered are promising indicators that this social Brew at 2 interaction did have a positive impact and added to the Social Capital. 

My final thought is this; we are by nature social creatures, therefore the more social interactions and communication opportunities within the work place the better. Forums, Playtesting, lunchtime and evening gaming catch ups all contribute to the bonds that a team creates, strengthening the bricks in the wall. Which in turn should improve their wellbeing, reducing their stress levels and combat the feeling of isolation. There are limitless social opportunities for us to help our teams, we’ve just got to give it our time and attention and then to action them. 

One last note: 

The very nature of asking the team to complete a wellbeing survey and to allow them to write notes on how they were feeling had an unforeseen effect. I had comments from different team members saying, “Thank you for asking”, “…it’s a good idea to ask” and “…it nice to know you care”. So, whilst the brew at 2 was the interaction platform I was focusing on, it totally bypassed me that the very act of asking them to complete the survey was a social interaction itself and it was also adding to the accumulating Social Capital pot. 
It’s all these habits and practices that we do at work that generate and sustain Social Capital, every single interaction no matter how small, they all count. 

John and the team at a rare in person meet up at our annual company conference Moocon

Forges of Corruption, the new Warhammer 40,000: Boltgun DLC, is out now!

Hello, Space Marines!  

We’re very excited to share that the DLC for Warhammer 40,000: Boltgun is available now on PC, PlayStation, Xbox, and Nintendo Switch! It brings with it:  

✨ 5 new levels to explore
👿 Brand new enemies
💥 New weapons
🗻 New environments!

Play as your favorite ultramarine and go on a rampage through brand new content, inspired by the lore of Warhammer 40,000! Load your Missile Launcher and plunge headfirst onto the Graia Battlefields 💥 

Check out our explosive new trailer to see a glimpse of the action 👇 

There is also be a free update for everyone who owns Boltgun, including the long-awaited Horde Mode, which comes with 4 difficulty levels and its own achievements!  

This free update will also add a guide to help players navigate through the levels, as well as numerous bug fixes and other improvements 🔥 


Where can you find out more about Warhammer 40,000: Boltgun - Forges of Corruption? 

💻 Watch the Let’s Play on YouTube: Following an exclusive premiere in Discord, we released a Let’s Play of our devs going head-to-head playing through the first level of the DLC to see who is the Emperor’s mightiest weapon! 

💬 Look Through the Reddit AMA: On Friday 7th of June, we hosted a Reddit AMA on the r/Games subreddit to give the community time to ask any questions they had about the launch of Boltgun DLC. Find it here.

🤫 Discord Saw it First: Where possible, we announced everything first in our Discord as a thank you to our wonderful and supportive community. This included showcasing the exclusive gameplay there before it was released publicly and hosting our own private Q&A with the developers. Our Discord is the best place to stay up to date with all the latest news about our titles: https://discord.gg/AurochDigital 

🖋 Read our Xbox Wire article – One of our devs has written a great Xbox Wire article looking into the art of Boltgun and the pipeline for creating some of the enemies in the game 👿  You can read it here.


Reviewing Warhammer 40,000: Boltgun - Forges of Corruption DLC

As a small game developer and publisher, any reviews we get for our games make the world of difference. No matter if you are playing Forges of Corruption on PlayStation or Xbox, a review of the game would be greatly appreciated. 
 
Click here to learn more about why reviews are important and to get more information on how to leave a review for either platform. 

How and where to report bugs 

If you encounter any bugs while playing Warhammer 40,000: Boltgun - Forges of Corruption DLC, it helps us out a lot if you report them in a proper way! 

We have a whole section in our official Discord, where our community members can discuss Boltgun and its DLC. You can also submit any bugs you find via email to Marketing@aurochdigital.com, with a detailed description including the platform and current update you’re playing on. It helps a lot of you can include what the issue was, when in the game you encountered it, and what actions you took before experiencing it. Screenshots and clips can also help here.

👋🏻 Get involved with the community on our Discord or Twitter channels! 

Democracy 4: Console Edition is out now!

The long-running political simulator makes its console debut today on Switch, PlayStation, and Xbox. 🗳️

The votes are in, and we are pleased to announce that Democracy 4: Console Edition is out today for Nintendo Switch, PlayStation, and Xbox. 

It’s time to take the reins and lead one of several countries to prosperity in this political simulation game. Choose policies, enact laws, and take other actions which will impact your country, both positively and negatively. The goal? Impress the will of the people and win your next election! 

Buy now!

Content Creators

If you’re interested in a key for review, please get in touch with Simon at Auroch Digital – marketing@aurochdigital.com  

Reviewing Democracy 4: Console Edition 

As a small game developer and publisher, any reviews we get for our games make the world of difference. No matter if you are playing Democracy 4: Console Edition on PlayStation or Xbox, a review of the game would be greatly appreciated. 
 
Click here to learn more about why reviews are important and to get more information on how to leave a review for either platform. 

How and where to report bugs 

If you encounter any bugs while playing Democracy 4: Console Edition on Nintendo Switch, Xbox, or PlayStation, it helps us out a lot if you report them in a proper way! 

We have a whole section in our official Discord where community members can discuss ways in which they’ve governed their chosen country and any issues they’ve faced along the way, whether that be by design or not.

You can also submit any bugs you find via email to Marketing@aurochdigital.com, with a detailed description including the platform and current update you’re playing on. It helps a lot of you can include what the issue was, when in the game you encountered it, and what actions you took before experiencing it. Screenshots and clips can also help here.

👋🏻 Get involved with the community on our Discord or Twitter channels! 

Grab your holy chainsword Space Marine, a Boltgun DLC is coming! 💥

Purge heretics in Warhammer 40,000 Boltgun: Forges of Corruption on June 18th! 💥

It’s been very hard to keep this one under wraps, but we’re excited to share that Warhammer 40,000: Boltgun will be getting a new DLC on June 18th for PlayStation, Xbox and PC! A Nintendo Switch version will also be released at a later date.

Prepare for a brand-new chapter of adrenaline-pumping shootout in the new Forges of Corruption DLC!

Explore new environments and stop Chaos' corruption before it engulfs the entire world of Graia! Exterminate new enemies like the monstrous Hellbrute, the heavy weapon-wielding Havoc, and the vicious lightning claws of the Terminator. Burn hordes of heretics with your brand new Multi-Melta or blow them away with the Missile Launcher.

Watch the full glorious announcement trailer below, for the emperor!

The launch of the Forges of Corruption DLC will also coincide with two highly requested free updates to the base game:  

  • 💥 Dive into a new Horde mode! How long can you survive?

  • 🌍 A navigation Guide to help direct the Emperor’s Chosen through levels

There’ll also be a number of bug fixes and quality of life improvements implemented as well.

Press Coverage

We’ve had lots of great coverage of our DLC announcement, you can check some of it out below:

Dev Q&A Event

UPDATE: The Boltgun Q+A is now over, thanks so much to everyone who dropped by, including the real Malum Caedo - Rahul! We had a blast talking all things Warhammer and Boltgun. If you have any other questions feels free to drop into our Discord, in the #Boltgun section to chat to us! Join the Discord here!

To celebrate the announcement, we’re also going to be hosting an exclusive Q&A event in our Discord, where players can chat to the devs about all things Warhammer 40,000, Boltgun, and the upcoming DLC!

Make sure to join before 5pm BST on 24th May to take part > discord.gg/2yWagXw 

Only in death does duty end! 

Warhammer 40,000 Boltgun: Forges of Corruption will be available on PC, PlayStation, and Xbox on June 18th. A Nintendo Switch version will also be released at a later date.

The votes are in - Democracy 4: Console Edition will launch on Nintendo Switch, PlayStation & Xbox

Democracy 4: Console Edition will be ready to run for office on 5th June 2024. 👩‍⚖️ 

We are delighted to announce that Democracy 4: Console Edition will be set to govern Nintendo Switch, PlayStation, and Xbox consoles on 5th June 2024! We have been working hard to adapt the original PC version, by Positech Games, for consoles and can’t wait for it to launch next month. 

Democracy 4: Console Edition lets you take the role of President/Prime Minister to govern one of several countries for a term. You will be able to choose policies, laws, and take other actions which will positively impact some areas of your country, while having a negative effect on others. 

Practice your speech in the mirror, think about how possible it will be to meet your manifesto, and lead your country of choice on Nintendo Switch, PlayStation, and Xbox from 5th June 2024! 

Pre-orders are now live on all three platforms, and you can also wishlist the game via these store pages: 

 
 

If you’re new to Democracy, check out our announcement trailer below: 

About Democracy 4: Console Edition 

Democracy 4: Console Edition lets you take the role of President/Prime Minister to govern one of several countries for a term and, potentially, beyond. You will be able to choose policies, laws, and take other actions which will positively impact some areas of your country, while having a negative effect on others. 

Built on a custom-built neural network designed to model the opinions, beliefs, thoughts and biases of thousands of virtual citizens, Democracy 4: Console Edition is the state-of-the-art in political simulation games.  

Democracy 4: Console Edition is the fourth game in the Democracy series, which started in 2005. The latest version builds on the past while adding a host of new features such as: 

  • 📰 Media reports 

  • 🤝🏻 Coalition governments 

  • 🚨 Emergency powers 

  • 👩🏻‍⚖️ Three-party systems  

Democracy 4: Console Edition will be available on Nintendo Switch, PlayStation, and Xbox consoles from 5th June 2024. 

Press coverage for Democracy 4: Console Edition

Check out the press coverage for the Democracy 4: Console Edition announcement below

Democracy 4: Console Edition will be available on Nintendo Switch, PlayStation, and Xbox consoles from 5th June 2024. 

Steam Festival Digital Tabletop Fest 4: Roll of the Dice arrives March 7th-11th 🎲

We are thrilled to announce that Digital Tabletop Fest is back on Steam! From March 7th 6pm GMT through March 11th at 6pm GMT, we'll be celebrating a variety of tabletop-inspired games and the people who play them. The theme for this year's event is Roll of the Dice, which will have a focus on games with a central theme of chance.

Visitors can experience a variety of discounts, view festival-exclusive streams featuring incredible titles and guests, as well as gain insight into what’s next for the genre.

What can you expect from Roll of the Dice? 

🎉 Over 100 games participating including hits such as Baldur’s Gate 3, V Rising, Warhammer 40,000: Rogue Trader, and Disco Elysium

🚀 Our team are joined by the European Space Agency, discussing how real-life rocket science plays a part in Mars Horizon 2: The Search for Life. 

🗣 Panels with developer guests from Disco Elysium, Citizen Sleeper 2: Starward Vector, Vampire: The Masquerade® - Bloodlines™ 2, and more! 

💸 Wide array of discounts on tabletop-inspired titles 

🎮  Exclusive playthroughs and original content from Wingspan, Breachway, Sulfur, and Mori Carta

Schedule for Digital Tabletop Fest 4: Roll of the Dice 📅 

Check out the schedule below and mark your calendars so you don’t miss out on exclusive panels and playthroughs – we can’t wait to see you there! 

Digital Tabletop Fest 4: Roll of the Dice takes place on Steam from March 7th – 11th, live from 6pm GMT. The promotion will end at 6pm GMT on March 11th. For more information, follow @SteamFestivals and @AurochDigital.  

How game developers can predict the future with correct forecasting techniques

Our Production Director, Peter Willington, recently published a piece with Games Developer around forecasting and predictions when making video games. Good forecasting is hugely important to what we do, and our values, as good forecasting allows us to make great games without video game crunch.

Below we have an intro about predictions and forecasting from Peter as well as a link to where you can read the full article from him on Games Developer. If you’re interested in joining the games industry, how Auroch Digital works as a studio, or understanding how games are made, give it a read!


Stories about prediction ☔

Once, I bought a ticket for The National Lottery. You picked six numbers from a list that went up to 59. Then, on the night of the draw, after a quick prediction on who would win by Mystic Meg, a button was pushed beginning “the drawing process” from a giant machine filled with numbered balls, which would then randomly pick six regular balls and a “Bonus Ball”. If three or more of your numbers were drawn, you won a prize; the more numbers you got right, the higher the pay out. That day, I predicted the numbers of three balls, and I won a tenner. 

This was, for all intents and purposes, a game of chance. Sure, it might theoretically be possible to predict which numbers would be drawn - either you believe it’s possible to have perfect knowledge of the physics at work and the state of all the atoms in the universe at the time of the draw, or you believe a TV astrologist from Accrington really was gifted the ability to read the future - but let’s just assume for now that neither of these things is possible. Winners of the lottery are able to predict which numbers will win, but their “method” is sheer luck. 

Another time in my life, I went to Bristol city centre, where Auroch is based. I took a raincoat, because the weather forecast app I used claimed there was an 80% chance of rain. The app I use is generally right, so I predicted I would need a raincoat. It rained that day, so I got that prediction right too. 

Prediction is not one thing 🤞

See, we often think of prediction as being a series of definitives: your prediction was either right or wrong; an event can either be predicted or it can’t; the value of types of predictions are worthwhile or worthless; you use one method of predicting or you use another; prediction methods work or they don’t. But as the examples above demonstrate, prediction actually sits on a series of scales. 

For the lottery, there was almost 0% certainty I could predict which numbers would be chosen by Guinevere, but I still won, and my prediction model (guessing randomly) was the same used by millions of others who didn’t win. Not only that, but there are degrees of success; my “method” won me £10, but it could have won me £10 million. 

My weather app defined an amount of certainty for rain. It didn’t say “it will rain” or “it won’t rain”, instead it effectively said “80% of the times we have this data, it rains”. And even then I added to this prediction an appropriate weighting to the app itself’s ability to predict weather accurately. 

Prediction then, is complex and messy. 

Predictions and video games 🎮

Making video games, or any commercial art, is also complex and messy. During development things go wrong, a turn of events up-ends everything, assumptions are challenged, consumer tastes change. This isn’t a complicated environment we’re working in, it’s a complex one

But this doesn’t mean that we’re playing a game of chance when it comes to predicting many of the things that we care about when making video games. In fact, I would argue that we can get reasonably good at prediction within the medium, and I think forecasting is one of them. 

The Year In Review 2023

And just like that, another year has come and gone! 2023 has been a landmark year for Auroch Digital with new titles released and announced, work-for-hire projects, partnerships, Steam events, and more. We also raised money for charity, wrote blog posts, published podcasts and so much more. Come join us on a journey throughout the year and reflect on 2023 with us!


January

The year kicked off with Production Director, Peter Willington, writing a blog on ‘How to Create an Authentic Video Game’. Off the back of the release of Brewmaster: Beer Brewing Simulator, Peter discusses the research journey of the team and the impact it had on the development of Brewmaster, as well as research for our other titles.

Here you can see some of the team on their visit to our partners Moor Beer - who brewed the official Brewmaster beer!


February

The first of two busy months for Auroch kicks off with us being the main sponsor of the Bristol Games Hub’s Global Game Jam. It took place on February 3rd and there was a total of 17 games created that revolved around the theme of roots. Thank you to everyone who participated in this great event. There were such a wide variety of games created, and you can view and play each of them here.

Auroch Digital was voted the number one best company to work for in the South West of England for Q1 of 2023. We are extremely proud to be recognised for such an award and thank the Best Companies Accreditation for recognising our and Sumo Group’s efforts to make the company as good as it can be!  

The Auroch Digital Podcast returned in February with three episodes releasing during the month. It was great to hear Matt Walker and Jess Rutland returning and cover a variety of topics, including:

  •    💯   100 Game Dev Interviews - Having conducted over 100 interviews, Tom is on hand to answer burning questions such as ‘do I need a portfolio?’ and ‘what should I wear?’, as well as suggest what you in turn can ask your prospective employers.

  •     ⚔  The RPG Renaissance - RPG enthusiasts Peter Willington and Lucy Cook join hosts Matt, Jess and Tom for this episode. They contemplate the idea of an RPG renaissance, that RPGs and TTRPGs are stronger and more varied than ever, and that now is the perfect time to invest in the wealth of joy and fun that RPGs have to offer.

  •    🧠 The Psychology of Video Games - Today we step into the Psychology of creating a video game, in a whistle stop tour led by our resident neuroscientist, Jess. They describe the psychology behind art, music and colour within videogames, and why gaming can be so important for our mental health.

Give them a listen wherever you get your podcasts from!


March

March saw us announcing 🚀 Mars Horizon 2: The Search for Life, which is the sequel to 2020’s Mars Horizon. Lead your space agency in The Search for Life in this authentic strategy simulation game that will see you going to Mars and beyond, leading the way in the future of space exploration.

Developed by Auroch Digital and published by Secret Mode, we are partnering with ESA to make Mars Horizon 2 another great authentic game (but you can read about this in August’s section)
Wishlist on Steam now!

This month also saw the return of 🎲 Digital Tabletop Fest on Steam with Blood & Dice. This was the third Digital Tabletop Fest we have been involved with on Steam, after its debut in 2020 and the RPG Edition in 2021. This year’s event was the first we’ve ran on our own.

DTFest: Blood & Dice celebrated a variety of projects combining the love of physical tabletop games and digital gaming, and this year’s event had a focus on versus, fantasy, horror, and war games.

To coincide with the launch of Digital Tabletop Fest: Blood & Dice, we also started a Twitter account dedicated to promoting Steam events across the platform, @SteamFestivals. Give the account a follow to stay up to date on all things relating to Steam events and sales!

We also released three further episodes of the Auroch Digital Podcast, which looked at:

  •  💬 A Port and Publish Roundtable - We gather colleagues Hannah Corcoran, Freddie Jones, Toby Draper and Aaron Parsons together to share their experiences with one of our core pillars of work at Auroch Digital – game porting and publishing.

  •  🎧 Game Audio Collaboration - Resident Audio Designer and impeccable podcast host Matthew Walker leads this episode, revealing the secrets behind the game audio design pipeline and Brewmaster’s perfect pour.

  •   👺 Retro Warhammer - Matt and Tomas peek back into the past of Warhammer – the origins, the evolution, and its impact on tabletop gaming as we know it.


April

The first of two blogs released in April looks at ‘Remote Working in the Games Industry’ and how we operate at Auroch Digital as a remote-first studio. We employ people from all over the UK and further afield, too!

The second blog of April looks at ‘How Auroch Digital deals with Stress’, where we look at a variety of ways to unwind. There are a LOT of animals involved in this blog, so if you’re a fan of dogs, cats, or rabbits, then this is the blog for you!

April also featured Auroch’s first Tabletop Day at the office for 2023! We have a lot of boardgame fans, tabletop fans, and people who love painting minis at our studio - we are sure this love of these games comes across in what we do.

We host tabletop days at the office every so often for staff who are in or around Bristol to meet up and play a variety of tabletop games together, paint miniatures, or just chat in-person. It’s a lovely time and a great reminder of what we do what we do! 😊


May

May saw the release of the first-person boomer shooter Warhammer 40,000: Boltgun. It’s a title we first announced in June 2022 and we were delighted to see it released on Steam, Nintendo Switch, PlayStation, and Xbox!

What we were also delighted with was how much the Warhammer and gaming community enjoyed the title and how well-received the game was by critics. We can’t thank everyone enough who played the game and shared their thoughts on it as we recently passed 8,000 Steam reviews! 🥳 If you’ve played Boltgun please leave us a review, it helps us a lot!

In addition to celebrating our latest release, we were also celebrating two Aurochs on their nominations for Develop Star Awards. Social & Community Manager, Ladell Smith, and Associate Producer, Hannah Corcoran, were nominated for the Diversity Star and Tomorrow’s Star awards respectively. A great well done to both Ladell and Hannah! 👏🏻


June

June was a month for the Auroch team to either get on the road to Sheffield or tune into streams for Sumo Developer Conference, which is run by our parent company, Sumo Group. There were plenty of talks in various areas of game development, presentations on personal progression, and it provided a great opportunity to meet up with colleagues you don’t often get to see.

As it was also Sumo’s 20th anniversary, they also hosted an outdoor festival, SumoFest, which featured live music, food, and plenty of open spaces to unwind after the previous two days at SDC. It was a lot of fun and we loved spending time with our colleagues from near and far! 🤩

This month saw more Aurochs being finalists for awards, this time for Game Dev Heroes. Congratulations to Joseph Beacham (Art & Animation), Jemima Crow (Marketing), and Ladell Smith (Progression Advocate). You’re all amazing! 🙌🏻

Brewmaster: Beer Brewing Simulator was also a finalist in the Gee! Awards for Informal Learning. Thanks for the shortlist! 😊


July

July saw the launch of our second Steam festival of the year with Simfest! 🔨 This was the second year in a row we had been involved in Simfest, which celebrates simulation games, in all shapes and sizes. We had previously partnered with Steam for the festival, but this time we partnered with Stray Fawn. It was great to work with a variety of developers and publishers to showcase existing simulation games and look forward to the future of the genre.

The games industry has a higher percentage of people who are neurodiverse than the general UK population. Associate Producer, Hannah Corcoran, wrote a blog which provides tips on ‘How to Support Your Neurodiverse Team Within the Games Industry’, which you can read here.


August

During Gamescom, we announced that we would be, once again, partnering with the European Space Agency (ESA) for Mars Horizon 2: The Search for Life. This partnership follows on from our successful collaboration on the first Mars Horizon, where ESA staff provided valuable insight into the planning and operation of missions to Mars, and ESA itself was a playable agency within the game. We are delighted to be working with ESA again to create an authentic and amazing game.

To read more on this, check out this blog.

For the second year in a row, we participated in Tough Mudder, raising money for the Grand Appeal. We managed to smash our goal of £1,000 by reaching £1,284! 🥳 A huge thanks to everyone who donated and well done to all the Aurochs who participated.

August was also another month where Aurochs were recognised for their great work. This time it was for the Women in Tech Excellence Awards. Senior Programmer, Daniela Policarpo, was nominated in the Innovator, Engineer, and Role Model category, while Isobel McNeany was a finalist in the Rising Star category. Incredible stuff! 🙌🏻


September

Auroch Digital turned 13 in September! 🎂 To celebrate, we created a blog looking back at our previous 13 years and everything we’ve achieved and learned, which you can read here.

Warhammer 40,000: Boltgun received a physical release this month on Nintendo Switch. If you’re interested in having Malum Caedo’s adventure on your shelf, you can pick up a physical version here.

Auroch’s Operations Director, Nina Adams, was appointed to the Ukie board. Nina joins six other new members on the board of the UK’s games industry trade body. Congratulations, Nina! 👏🏻


October

This month, we announced we are sailing the seas with Rare and are creating some hearty cosmetics for Sea of Thieves that will be premiered in Season Ten. 

Working alongside Rare, a studio that has been making games for well over three decades, is such a fantastic opportunity not just for Auroch as a studio, but for all our developers who are now able to contribute to their legacy. Sea of Thieves is such a groundbreaking and delightful game, it is our honour to batten down the hatches alongside Rare to bring even more cosmetic goodies to the game. We can’t wait for you to see what we’ve created! You can read more on this collaboration here.

Also in October, we were delighted to be finalists in four TIGA Award categories! They were:


November

This month we did a few talks at events in the industry! 📣
The studio’s Operations Director, Nina Adams, presented a talk at the Bristol Games Hub’s Anti-Social event looking at the process, opportunities and pitfalls of signing a contract with a publisher. 📝

Two team members took part in talks at the Women in Games Expo. Jemima Crow, our Marketing & Comms Director, was part of the "Moving Sideways: How Transferrable Skills Can Kickstart Your Games Career" panel and Victoria Mackenzie, one of our producers, took part in a panel called "Permission To Play" discussing how different playstyles/games/genres are viewed and why.

November also saw the release of Warhammer 40,000: Boltgun onto the Epic Games Store. Users of the store will now be able to play as Malum Caedo and take down those heretics! 🔫

Boltgun was also the subject of an article on Time Extension, where the history and references for the game’s soundtrack were discussed. 🎵
Rounding off our Warhammer-related content for the month, our Lead Quality Assurance Manager, Dave Evans, discussed their passion for all-things Warhammer, including ways to get involved and what they enjoy most about it. Check it out on our blog! 👀


December

Even as we are heading towards the end of 2023, we are still hard at work on titles such as Mars Horizon 2: The Search for Life and others which are unannounced, as of yet… 👀

2023 has been a stellar year for Auroch Digital and it’s one we’re extremely proud of. Thank you for checking out what we’ve been involved with this year. 💜

2024 is already shaping up to be an incredible year and we can’t wait to let you all know what we’ve got coming up in the future!

Auroch are setting sail with Sea of Thieves

Grab a grog and take a seat, we’ve got an exciting Work For Hire project to share with you all.  

We’re sailing the seas with Rare and are creating some hearty cosmetics for Sea of Thieves that will be premiering in Season Ten.  

We’ll also be sure to update our Sea of Thieves Work For Hire section regularly when new content is dropped. 


Working alongside Rare, a studio that has been making games for well over three decades, is such a fantastic opportunity not just for Auroch as a studio, but for all our developers who are now able to contribute to their legacy. Sea of Thieves is such a groundbreaking and delightful game, it is our honour to batten down the hatches alongside Rare to bring even more cosmetic goodies to the game. We can’t wait for you to see what we’ve created! 

"Rare are, with good reason, one of the greats of the video games industry. So, when the opportunity arose for us to work with such an illustrious partner and on such an iconic game, Sea of Thieves, we leapt at the chance! Lots of the Auroch team, myself included, were fans of the game anyway so getting to work on the title is a huge honour for us. We're all super-focused on adding to the player experience and bringing a bit of the Bristol (where our office is based) spirit to the hearty work. Bristol in the 16th Century was a bit of a centre for piracy, with famous figures such as Blackbeard hailing from our home port."  

- Tomas Rawlings, Studio Director, Auroch Digital

We’ll be sure to share with you whenever some new content splashes into the world of Sea of Thieves across our socials and on our Work for Hire section. And if you’re a developer, you can check out our page on the work we’re doing for Rare here and get in touch if you’d like to hire us for any co-development collaboration. 

"We’re delighted to be working with the fine folks at Auroch on Sea of Thieves cosmetics. They’re already showing such an understanding of and commitment to the spirit of Sea of Thieves, and we can’t wait for players to get some of these exciting new items in their hands! Cosmetics play such an important part in Sea of Thieves, with our players wearing the stories of their pirates on their sleeves – so it was critical we partnered with a team who really understood that, and could bring their talent, experience and quality to the table." 

- Louise Roberts, Pirate Emporium Producer, Rare 

 
 

About Sea of Thieves 

A pirate-themed shared-world adventure game, Sea of Thieves is available now on Xbox Game Pass, Xbox One, Windows 10/11 PC and Steam, and optimised for Xbox Series X|S. It offers an unforgettable pirate experience, packed to the seams with sailing and exploring, fighting and plundering, riddle solving and treasure hunting – everything you need to live the pirate life you've always dreamed about. You have complete freedom to approach the world, and other players, however you choose. 

Constantly supported with new, free content, Sea of Thieves is a Play Anywhere title and offers cross play between Xbox One and Windows 10/11 PC players.