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The Independent Voice of Gaming // Available in print and digital // Order support: [email protected]

Joined June 2011
Photo by Debug Magazine (@debugmagazine)Photo by Debug Magazine (@debugmagazine)Photo by Debug Magazine (@debugmagazine)Photo by Debug Magazine (@debugmagazine)Photo by Debug Magazine (@debugmagazine)Photo by Debug Magazine (@debugmagazine)Photo by Debug Magazine (@debugmagazine)Photo by Debug Magazine (@debugmagazine)Photo by Debug Magazine (@debugmagazine)Photo by Debug Magazine (@debugmagazine)
Meet Planted!, the cover star of Debug #18, our latest celebration of independent video games! Developed by @ClothCatStudio, Planted! takes gardening to ridiculous heights. Grow your crops, defend your patch, and launch vegetables at your rivals.
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As we approach our 4th birthday, we thought some folks might be interested in our story; where we came from, and where we’re going… We won’t dwell on the past too much (though feel free to ask questions if you’re curious!) but it all started in the early 90s with two brothers, Daniel and Nick. We’re the ones writing this. Daniel was born in the late 80s, with Nick following four years later. Our family were not deprived, but computers and games consoles were not something we had ready access to growing up. Our school had a couple of BBC Micro computers, which I (Daniel) grew incredibly attached to and learned to programme for - even though the machines were over a decade old at that point in time! Eventually a family friend gave us one, complete with double floppy drive. I was immediately hooked, and having no access to the internet in what was likely around 1995, I had the very same experience that kids a decade prior apparently had. Copying code from books, to and from software belonging to the school, and even games written by former teachers. It’s incredibly hard to believe, perhaps, but it was only around this time that we discovered games consoles and modern (for the time) PCs. We must have lived very sheltered lives! I distinctly remember it was one day on mid-1998, when our school had a delivery of 28 brand new Apple iMac computers. The Micros were out. Yes, really, it was genuinely as late as 1998 when they finally upgraded. Alongside the iMacs, a number of exciting accessories showed up, including a scanner and a digital camera which stored photos on a 1.44MB floppy disk 😄 Ironically, the iMacs didn’t have floppy drives, so an external reader had to be purchased separately. These delicious looking computers also came pre-installed with a number of 3D video games. My personal favourite was one called Bugdom - clearly inspired by Disney’s A Bug’s Life somewhat. I had never seen 3D software like this before, and it set me on a journey of discovery which led me to the magazine aisle of the local supermarkets. The Internet certainly existing by this point, but it would be at least four years before our family had access. Magazines became my hyper fixation, and my mother - happy to fuel my hunger for information - bought me subscriptions to a whole heap of magazines; EDGE, PC Gamer, PC Adviser, and several Nintendo and Sega titles which I cannot remember the names of. We had never really owned or even played consoles, and they were secondary to computers for me at the time. Nick eventually got a Game Boy Color in around 2002, which would be the first dedicated gaming machine either of us owned. But back to the magazines, I became so obsessed with the concept of them that I started making my own - on a mechanical TYPEWRITER with hand-drawn covers - which I distributed to friends. My first publication was creatively, and ironically, named PC Games Online 😅 I would read through all of the magazines I got that month, and compile the highlights (in my own words!) into a hand-typed 32 page summary complete with screenshots photocopied from various sources. Pokemon Stadium - which I have still never played - got a very respectable 8/10 score for it’s creative use of mini-games. And then times changed, consoles got easier to afford, and we continued like many kids of our generation getting hold of the newer consoles and PC hardware, albeit several years later than everyone else. I’ll never forget finally owning a PlayStation 2 in 2004, for example. Fast forward a decade, we finished school, went to college, and got jobs. Myself, marketing within the automotive, then gaming, and finally sports world. Nick, general retail and eventually manager of toy stores. During 2020, and the lockdowns that ensued, we were out of work with a little bit of savings, and in a moment of madness decided to try games publishing...
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We had some success, and in one particular case, quite a bit of success. Once restrictions were lifted, we decided to try something highly unorthodox in 2022… We decided to visit every single physical (independent) retail location where video games were sold in the UK. This ended up being 172 stores. Our goal was simple; to try and reignite retail sales of smaller, independent game releases. It felt like a long shot, but mostly because nobody else seemed to be trying it. We spent over a year travelling around the country, speaking at great length, sometimes for hours with games retail folk. Some of them had been in the business for decades, and we learnt so much about how things have changed over the years. Ultimately, this was successful for us, but we realised that our passion wasn’t really in publishing. We wanted something more creative. In a chance meeting in the southwest of the UK, we met with the folks who were creating an independent Sega fan magazine called Sega Powered. I was immediately transported back in time. to when I was creating my own zines on that old typewriter! Not much happened at first, but we formed a great relationship with the editorial team and took out a number of adverts to promote the games we were publishing at the time. After some time, it became quite evident to me how hard it was for independent developers to get attention. I would send what I thought were great games to editors, and be largely met with silence. The more developers I spoke to, the more I realised this was a growing problem and it became quite obvious that there was an opportunity there for us to channel our passion into a publication which could help people like us. We spent the second half of 2022 and the first of 2023 developing what would eventually become Debug, working with some of the most talented people we could find. Eventually, in April 2023, Debug launched with the help of former Sega Power editor, Dean Mortlock, and overnight the reaction was so much bigger than we could ever have anticipated. I genuinely thought we would have an audience of maybe a couple of hundred, but that first issue went out to almost 800 people straight away. We had only printed 500 copies 😅 But that’s nothing a reprint can’t solve! So what’s the secret? Genuinely, I’ve had four years to think about it, and I still don’t really have a good answer for that question. Is it the quality paper and printing? The in-depth, human first approach to our coverage? The fact we’re talking directly to the people making the games? Is it the fact that we curate and cover the most interesting games, and not just the most popular? Maybe the passion bleeds through… maybe it’s a combination of all of these things. I suppose if it was easy to replicate, somebody would’ve done so by now! That’s where the story ends for now. We’re just about to launch our 19th issue, and there’s no sign of us slowing down any time soon. What does the future hold? We’ve already switched from a quarterly to monthly release schedule. The page count has gone up. We’re now available worldwide, and we’ve even made sure that shipping is free on annual subscriptions. The next step is that we want to work with more of YOU on deeper, more varied coverage coverage of games from all over the world. It’s going to be a really fun ride ❤️
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Something really cool about this game was the fact it could be played natively on both the original Xbox, and the Xbox 360 - one of only a tiny handful of games for which this was possible
Selling Sneak King as a full Xbox 360 game for just $3.99 alongside a Whopper and fries is a level of 2006 corporate chaos we will never see again.
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Burnout 3, please
3 XBOX legends rolling up for the 25th anniversary 🔥
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What’s your favourite “retro” games console and/or computer?
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You gotta admit, this is pretty funny
Our needle in a haystack game has been cloned so many times we made a new game mode find the original game
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❤️
I love receiving emails like this. Always happy to feature retro indie in @debugmagazine and the other mags I work for. Some devs prefer social media and YouTube stars, but nothing beats getting your game in print in my (biased) opinion. #debug
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Here he is, Gañon Mewgenics #Mewgenics 🔫
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Debug Magazine retweeted
Still waiting for games to look like this…
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Every day we read comments online about how sad it is print magazines don’t exist anymore… But we’re out here at conventions, conferences, and expos each and every weekend showing that they do Every time we’re met with shocked expressions and so many comments like “wow, this is actually really good!” The market is smaller now than it was in 1995, that is true. But the bigger problem from our perspective is the fact that what we (and so many like us) do is buried, hidden away from the mainstream Debug has thousands of readers, despite this, and we’re so excited to see how many more we can inform, educate, and entertain 😊
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If you happen to be making a game, and want to be featured in print, please check our bio!
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We should make our own more independent and less full of layoffs games industry
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Uwaga, polscy twórcy gier! Dziś zupełnie przypadkiem wylądowaliśmy w Polsce. Spokojnie, wszystko pod kontrolą. Zjedliśmy już specjalnego hot doga i trochę nuggetsów, więc jest git. W każdym razie, skoro już tu jesteśmy, dajcie znać, co u Was ciekawego!
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And with this, we officially declare #PrintMyGame to be a thing!
Win a full page ad in Debug! We’re bringing back print gaming ads. Yes, we really are giving away advertising space to one lucky developer. Open to indies worldwide. 👋 Be following us 🕹️ Post your game below 🥰 Retweet your reply for visibility 🗓️ Winner drawn October 21st
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Win a full page ad in Debug! We’re bringing back print gaming ads. Yes, we really are giving away advertising space to one lucky developer. Open to indies worldwide. 👋 Be following us 🕹️ Post your game below 🥰 Retweet your reply for visibility 🗓️ Winner drawn October 21st
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We’re going to try and do this every month from now onwards. We think it could be great fun! If you’re chosen, you’ll need to supply a print-ready file (with our help) within 30 days. Your ad will be placed in the next issue released after the winner is drawn.
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Popped in to visit Tom Hardwidge @tallstorygames a couple weeks before the release of Heir of the Dog 🎉 He was busy reading all about it in Debug @debugmagazine 😅
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Once again I'm back to yell into the void: CREATORS PUT YOUR EMAIL IN YOUR BIO
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