
Story mode will have multiple endings and one of those will unlock endless mode. Endless mode is my attempt to provide that. A fully randomized mode works better once the story stuff is taken care of and players are sure that they want more. At some point I decided I wanted tighter control over the progression and story elements. My original vision for the game was much more randomized than how it ended up. Let's hear some more about this Endless Mode – what is it and why did you add it to Papers, Please? I've missed out on a lot of great games in the last year that I'm hoping to catch up on when this project finishes. One of the downsides of making a game by yourself is the amount of work required.

There's been a lot of comparisons between the two but I'm slightly ashamed to say that I haven't played Cart Life yet. Is Cart Life an inspiration for Papers, Please at all? The big vote spikes on Greenlight correlate almost exactly with when some popular YouTuber did a funny preview/let's play of the beta. You start denying people with a fake Russian accent and suddenly it's pretty fun. In my post-hoc analysis, I think the credit goes to how the game can be roleplayed. Greenlight went unexpectedly well for Papers, Please. How was it dealing with Steam and Greenlight? Pretty smooth, it seems? As long as people enjoy the game I'm happy. That provides a nice basis for the story but my goal isn't to impart a deep message. Balancing your job with your moral responsibilities and your family's needs can be difficult, even for the good guy. The game makes a point that being an immigration inspector is hard. Is there a message you want players to walk away with after playing Papers, Please? It sounds kinda lame when describing it, but the need to quickly correlate all the little pieces of information given to you for each immigrant fulfills some weird complex of mine. I personally enjoy the core mechanic of comparing documents. What's the coolest aspect of Papers, Please? That sort of role reversal sounded fun to me and I thought others might like it, too. Instead of playing the cool spy protagonist that slips through a checkpoint unsuspected, you can be the hard-ass inspector that casts their skeptical eye at every grandmother trodding through.

Once that idea started to grow, I noticed other aspects of the concept that could be fun. In general I try to keep an eye out for new game ideas and figured that whatever rigamarole the immigration inspector was doing behind their desk might be fun. I was inspired originally by my trips through airport immigration in the last few years. What inspired you to make Papers, Please? Using the limited resources provided by the Ministry of Admission, you have to sort spies, terrorists, smugglers and criminals from the flow of hopeful immigrants. The gameplay is based around detecting discrepancies in the documents provided by entrants. The game is called Papers, Please and it follows the daily grind of an immigration inspector working in a fictional communist country in the early 1980s.

What's your game called and what's it about?
