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“I’ve always liked grid-based games,” Gower says of Brighter Shores' recognizable world layout.
“I’ve always loved point-and-click and I’ve always loved grid-based.

But the engine is completely different.”
One key difference compared to RuneScape “is that it’s not tick-based,” he continues.
“So everything happens much more responsively.

One thing I had to build in from the absolute get-go is proper client-side prediction.
That greatly increases the types of gameplay we can do.
“Vast numbers of spreadsheets.

But every single bit of it, we’ve gone, why does this work this way?
How does this user experience this?
How is this not going to break the economy?

A lot of things I’m aware of.
“It’s a lovely game,” he says excitedly.
And it’s fun to get sidetracked.

You’re doing one thing and you set yourself a goal.
I’m going to do this.
So I’ll do that.

The title of the game very much reflects that.”
I want people to enjoy my game.”















