


The timing is pretty great since it seems that folks are cycling back into enjoying the look and feel of that era again.
#HYPNOSPACE OUTLAWS CODE#
Bringing on Mike Lasch to code also cemented it as a mostly-OS game because he kept adding all sorts of neat fiddly bits.Īt the same time I became interested in the history of the early web which pushed Hypnospace into becoming the tale of dot-com era excess that it is now. The response to gifs and clips of the faux-OS garnered astronomically more attention than the car sections did, and fiddling with a fake operating system was tons of fun, so development veered pretty hard in that direction. You’d hunt violators down on the web and then go after them on the highway. I built a little lore bed around it involving futuristic headbands that folks wore to access the internet while sleeping.Īfter Dropsy was finished I started working on a fully featured sequel to Hypnospace Enforcer with the highway as the main meat of the game and the HypnOS operating system as more of a glorified level select screen.

Players assumed the role of Enforcers tasked with apprehending netizens who had broken laws using their virtual cop cruiser on a pastel-hued ‘information superhighway.’ As players approached their targets, more details about the lives of the suspects would reveal themselves and ideally players would empathize with them a bit. Jay Tholen: The concept for Hypnospace Outlaw originated in a small microgame named Hypnospace Enforcer I made back in 2014 during the development of my other game, Dropsy.
