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Frequently Asked Questions

Hopefully this page of questions asked most frequently will answer your queries and set your mind at ease! Our Team Page and Press Section includes some other little nuggets of information about us.

We fully encourage Let’s Plays of Ska Studios games! We also are totally cool if you monetize your channel. We only ask that you please credit us, Ska Studios, and link to our website http://ska-studios.com. Thanks for playing!

Just about all answers to support questions can be found on the Steam Community Hub bugs forum or the Salt and Sanctuary Fextralife Bug Reporting & Feedback forum. For our other games, check the corresponding Steam forums or other online game forums. We also have a Twitter and a “bugs” channel on our Discord.

You can find us at:

Twitter @skastudios, @jamezila, @shelldragon

Facebook

Instagram

Discord

We also have contact@ska-studios.com and though we’ll do our best, please know we may not be able to reply to all messages.

We are not currently looking to expand, hire or to contract out work, even the unpaid kind such as volunteer QA, beta testers or internships. We appreciate your interest in Ska Studios but we’re very happy and content as a team of two (four if you include the cats). Any help we do need we find through known, trusted networks. Sorry! If this changes and we’re able to do a more open beta later down the road, we’ll let you know!

We love that you love us and we love hearing from you. However, we cannot accept or consider unsolicited ideas. Feedback is always welcome but we cannot accept new game ideas, pitches or proposals. Nope, not even that one. Sorry!

If you have a game idea that you really want to see made, we highly suggest getting into game development as a hobby or occupation! That’s how we got started! For more information on that, there are many great resources out there such as Gamasutra. Here’s also a YouTube series I just found by searching Google. Good luck!

Maybe we are and we haven’t announced it yet! If it’s a game that had a lot of success for us then we are more likely to attempt a port. If we aren’t though, it’s because we are only two people with limited time on this blue, spinning globe and we want to spend it doing what we love and sometimes that means not spending 10 years doing ports for a single game. We have partnered up with porting specialist companies but even with help, they still take a lot of time on our end. (As it is we’ve been working on Salt and Sanctuary for 6+ years.)  🙂 We really want to make new things! 

So many ideas and desires, so little time. And again, we may be making that sequel or other thing you want but it’s not yet time to announce it. If we announce too early, people yell at us for not being done yet. If we don’t announce soon enough, we get yelled at for being “silent.” It’s a lose-lose situation. Rest assured, we are always working on something but all good things take time and video games take a lot of it. All we can do is ask for your patience and thank you for waiting. 

How is your studio name spelled and what’s the correct use of your logo?

Ok, so I snuck in the second part of this question and no one actually asked. But since you did ask: It’s just Ska Studios. It’s not in all caps and it’s not an acronym. The correct logo is the one with the black background on the S with the S being white.

Our name is based on the music genre. James was in a ska punk band in high school. Otherwise, we don’t have much to do with ska music, it’s just an inspirational thing. Blizzard isn’t called Blizzard because they’re made up of cold, stormy weather patterns, after all.

Good news everyone! We have music and merch! 

We use XNA, programming in C#. We’ve created our own tools for atlasing, animating, map making and every editor needed to make our games. These tools have been built and improved upon over time since Ska Studios formed in 2007. We’re now using Monogame to make XNA work with PlayStation 4. We are not selling the tools, mostly because they’re too rough for wider use.

It’s pretty simple. Don’t be rude to us or others so we can keep our comment sections open. Critique and concerns are totally fine as long as they’re done so courteously. If not, your post will be deleted.

Salt and Sanctuary

Salt and Sanctuary is out now on PS4, PSVita, PC, Mac and Linux for $17.99 USD and is Cross-Buy between PS4 and PSVita. There is local 2-player and asynchronous online features. Unfortunately, co-op was not possible for PSVita. Sickhead Games helped us port to Vita while Ethan Lee ported to Mac and Linux.
Salt and Sanctuary will also be available on the Nintendo Switch August 2, 2018, thanks to porting specialist BlitWorks! 

At this time, all we can officially say is that we’re looking into Xbox One. When and if we have something to announce, it will be on our blog,  newsletter, social medias and we’ll update it here!

Currently, Salt and Sanctuary is available in the America, Europe, Japan and Asia regions for PSN and everywhere Steam is available. Check this handy wiki to see what countries are in these regions.

Salt and Sanctuary can be played in the following languages: French, Italian, German, Spanish, Portuguese, Japanese, Simplified and Traditional Chinese.

I’d like to say we just wanted a solid single player and couch co-op experience. Which we do, but the truth is, networking is super hard to do and it’s super hard to do right. Big studios can have dozens of employees dedicated to just network code and they still sometimes can’t get it right. Our little studio is only two people doing all of the development. We’ve attempted online play in our past games and it always took a lot of time and effort for a result that is far less than ideal. It’s a lot of added stress and we’ve found it isn’t worth it when we’d rather be filling the game with content. We considered trying to add it in later but the game is now in a place where any change, especially a change as huge as adding networking, could severely break the game. We’d rather focus our efforts making new games that are as solid of an experience as we can.

Is your question answered?