Solium Infernum! An all-time classic game of treachery, backstabbing and deceit, where up to six archfiends battle for control of the empty throne of Hell. The original 2009 version was designed and coded by a solo dev called Vic Davis and burned brightly in certain corners of the internet before fading away shortly afterwards; however, it clearly made an impression on somebody because this year has seen the release of one of the most inexplicable remakes in videogame history: an all-new version of Solium Infernum, with 3D visuals, overhauled game mechanics and a dedicated server for handling asynchronous multiplayer games.
(I say it’s inexplicable because a remake of a 14 year-old indie game which had a pretty niche playerbase even in 2009 doesn’t really have much of a chance of making its money back. I would love to have sat in on the greenlight meeting for that one.)
I wasn’t originally intending to buy the remake. I played Scrofula in the RPS game, so I have extensive prior experience of just how much brainspace Solium Infernum can take up as you plan and scheme and collude with and against the other players while trying to clamber to the top of a pile of skulls. I didn’t think I had that kind of time any more. But then my friends all decided to hurl themselves headfirst into the abyss, and I was curious about the remake, and so five of us ended up spending a three week period in March tearing strips out of one another. And the more I played it, the more I got into it, until I eventually decided to record the latter half of the game for posterity in another diary.