<![CDATA[Second Quest: Updates from the Yard]]>https://secondquestgames.substack.comhttps://substackcdn.com/image/fetch/$s_!VPAk!,w_256,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F9bb6b83a-b16d-4dee-ae9e-94e32b9900cc_500x500.pngSecond Quest: Updates from the Yardhttps://secondquestgames.substack.comSubstackSat, 21 Mar 2026 12:27:35 GMT<![CDATA[Building Chaos: The Art of Derailment]]>https://secondquestgames.substack.com/p/building-chaos-the-art-of-derailmenthttps://secondquestgames.substack.com/p/building-chaos-the-art-of-derailmentThu, 05 Mar 2026 15:37:31 GMTHello fellow Railfans and Model Train enthusiasts!!

We covered a very important feature in our latest Railyard Diaries - Derailment.

If you missed the livestream, we talked about how the physics in the game now allows objects to interact with each other - with mass, momentum and force.


Thanks for reading Second Quest: Updates from the Yard! Subscribe for free to receive new posts and support my work.


How it started…

Throughout the last year, we demoed Model Trains at various conferences and expos around the world and noticed that one of the first things players end up doing is creating impossible scenarios, or dropping props or objects on the trains while it is in motion.

It turns out that as much as you all love meticulously crafting beautiful and serene miniature worlds, there is an underlying human desire to see what happens when you throw a literal wrench in the works. We realized early on that for many of you, a perfect 1:1 simulation includes the perfect 1:1 disaster. And mitigating them.

And so, we prioritised including derailment physics in the game. As part of building the ultimate model trains simulation, it was clear to us from day one that physics interactions can’t be scripted - they have to play out in real time.

By moving away from scripted events, we are giving you genuine agency and consequences. If you overspeed into a curve, if weight shifts incorrectly, if the track geometry fights the momentum; the train must react naturally.

We started with the goal that this has to be simulated. It cannot be scripted or faked.

The Foundation - Illusion of Stability

When the train is on a track it follows a fixed path. This is what allows for the smooth, rhythmic motion that enthusiasts expect. However, the train isn’t just a point on a line.

Under the hood, every car is fully modular consisting of different physical objects. The wheels, bogies, and the chassis are all separate parts. All of these components work in tandem and you feel the “zen” of a perfectly running train, while the underlying simulation engine silently monitors it.

The Moment of Derailment - Why it feels right

Derailment is not a switch or a sudden “fail” button. When a wheel leaves the rail, the simulation takes over instantly. Momentum and weight shift across the whole train just as they would in real life.

Because this is a dynamic, predictable reaction rather than a scripted event, you can see exactly why things went wrong - whether it was a weight imbalance or too much speed going on a slope.

Why Does It Matter?

In Model Trains, derailment is not a fail condition. We understand that for many, testing the structural limits of a layout is part of the fun. The game will feature dedicated options and real-time feedback systems to inform you when a potential derailment is imminent.

Whether you want the trains to roll with surgical precision or you want to ignore the warnings to create a spectacular carnage, the choice is yours. We want to give you the tools to push your tracks and trains to the absolute limit. By focusing on this level of simulation, we’re opening up new ways to play:

  • High-Stakes Mastery: Managing a heavy consist is a genuine skill. You’ll need to account for momentum and braking distances just like a real engineer to keep your trains on the rails.

  • Emergent Gameplay: No two accidents are the same. Because everything is physics driven, a derailment on a curve will look and react completely differently than one on a bridge.

  • Community Moments: Unexpected recoveries and spectacular crashes. These unique events create perfect opportunities to capture and share your most harrowing near-misses or most impressive pile-ups with the community.

The goal isn’t destruction. The goal is believable, physics-driven gameplay.


Thanks for reading Second Quest: Updates from the Yard! We are building the early stage community for Model Trains. Please share this post with your friends and family.

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The Road Ahead

As of now, we have just laid the foundations. We have a lot of work to do before this can be brought to you. For now, some of the more important things include:

  • Feedback systems and accessibility options: Tools to help you monitor stress levels and customize how much the simulation assists your driving.

  • Banking and elevation: Refining how track curvature and height influence the center of gravity.

  • Believable FX: Developing visual and audio effects that match the physical intensity of a derailment.

Watch out this space for updates on when this will be released to our Early Prototype community. Join us to get your hands on the prototype before anyone else.

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<![CDATA[Why We "Love" What We "Build" — and What That Means for the Future of Gaming]]>https://secondquestgames.substack.com/p/why-we-love-what-we-build-and-whathttps://secondquestgames.substack.com/p/why-we-love-what-we-build-and-whatThu, 26 Feb 2026 05:16:53 GMTHere’s the bet I’m making on the future of play.

The next billion players don’t want to just be handed a world. They want to build one. Not watch someone else’s story unfold, they want to be the ones who shape it, brick by brick, choice by choice. And the studios that figure out how to give them that won’t just have players. They’ll have people who will have skin in the game (no pun intended).

That’s the core idea behind Second Quest, the game studio I co-founded. We call it Creation Gaming — and it sits at the intersection of Simulation games, UGC ecosystems, AI creator tools, and what I call meaningful labour. Get all four right, and you don’t just build a game. You build a scalable platform for ages.

I didn’t arrive at this idea from any game design theory. I arrived at it the long way around — through 18 years of building some of India’s largest purpose-driven media campaigns, watching millions of people go from passive viewers to active participants, and asking myself: why does that shift matter so much?

The answer, it turns out, has a name. Scientists call it the IKEA Effect. And it changed how I think about everything.

Rewind: The Eyeball Era

For most of my career, my job was simple: get you to look.

I spent a decade at NDTV — one of India’s most respected news networks — in roles that spanned production, operations, and large-scale campaign management. In the media world of that era, success was a number on a chart. How many people watched the show. How many walked past the billboard. We were architects of attention, and we were very good at it.

But somewhere along the way, I started wondering if getting people to look was actually enough.

Turns out, it wasn’t.

The Insight That Changed Everything

At NDTV, we had the good fortune of working under Dr. Prannoy Roy — a journalist and media pioneer who built NDTV into one of the most trusted news organisations in the country. He had a clear-eyed view of what communication could actually do beyond informing people. His belief was that if you want people to truly care about something, you have to let them be a part of it. Not just watch it. Not just share it. Actually get involved.

So we stopped building audiences. We started building partners.

We launched fundraisers where donating even a few rupees shifted your relationship to the cause. Suddenly you weren’t just someone watching a news segment about tigers or solar energy. "You were part of the reason something changed”. And that’s a very different feeling.

The results spoke for themselves. The Greenathon — India’s first 24-hour live television fundraiser — solar-powered 1,000 villages over four years. Save Our Tigers raised close to Rs. 10 crores for forest reserves. Support My School and Banega Swachh India transformed over 1,000 schools and mobilised Rs. 281 crores in sanitation pledges. We raised money, yes. But more than that, we moved people from the couch to actually caring.

I’ve spent a lot of time thinking about why that worked.

The IKEA Effect (Or: Why Your Slightly Crooked Bookshelf Means Everything)

We place far more value on things we had a hand in creating. Buy a pre-assembled bookshelf and it’s just furniture. Spend a Saturday afternoon on the floor with an instruction manual that seems to be deliberately confusing, and that same bookshelf becomes yours. A little crooked, maybe. Still yours.

The strongest pledge isn’t a signature on a form. It’s the labour of love someone puts into something they actually care about. That was the secret behind everything we built at NDTV — we gave people a way to get their hands dirty.

Then 2020 Happened

The pandemic changed the rules for everyone, but one thing it made very clear was that the age of passive consumption was over. The world stopped just watching and started making. Creator ecosystems exploded. Short-form content went vertical. People stopped waiting for studios to tell them what was interesting.

The Broadcaster era ended. The Creator era arrived.

And now, in 2026, we’re surrounded by content made by machines. It’s easier than ever to feel like a passive consumer — just scrolling, just watching, just existing in someone else’s story.

I’m betting the next billion players don’t want that. I believe they want to build the story themselves. And that’s what Second Quest is all about.

Why Gaming? Why Now?

We’re building in “Creation Gaming” — a new way to play where the players aren’t just consumers of the world, they’re the ones who make it. Traditional game studios are stuck on a content treadmill, struggling to produce content fast enough to keep up with what players want. We’re trying to solve that by handing players the digital equivalent of that tiny IKEA wrench.

Our mission is to build simulation games as UGC platforms for the next billion players — using AI as the glue that makes all the powerful creator tools intuitive instead of intimidating.

Then, the meaningful labour, the kind that makes something feel like home, is left entirely to you.

We are validating our bets on two trajectories right now:

Model Trains a Desktop-first experience that brings the childhood joy of building model sets into a massive digital sandbox — you design every rail line, sculpt every landscape, and own the system emotionally because you put it there.

Lorekraft on the mobile is a short-session storytelling platform where an AI Dungeon Master guides your choices and turns them into high-quality stories, audiobooks, and episodic videos. You play. You create. You leave something behind.

Why I’m Betting on This

I’ll be honest — this isn’t complicated for me.

I’ve seen what happens when you let people get their hands dirty. At NDTV, we didn’t ask people to watch. We asked them to join in. Whether it was donating to solar-power a village or showing up to a beach clean-up, that small act of participation changed everything. It turned a viewer into someone who gave a damn.

That’s the IKEA Effect, played out at a national scale.

Second Quest is my attempt to take that same principle somewhere new — into play. I’m not trying to build software. I’m trying to build the same sense of ownership and community that we built across India, but this time inside worlds that players create themselves globally.

When you’re the one who designed the world, you don’t just play in it.

It becomes yours.

And that’s the kind of place people actually want to live in.

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<![CDATA[Dev Updates: Precision Track Tools & Physics Overhaul]]>https://secondquestgames.substack.com/p/dev-updates-precision-track-toolshttps://secondquestgames.substack.com/p/dev-updates-precision-track-toolsSat, 10 Jan 2026 07:10:00 GMT

Welcome back, Model Trains enthusiasts!

2025 ended with us reaching a major milestone in the development of Model Trains. In our recent devlog, the team took a deep dive to showcase a massive overhaul of our track-laying systems, a brand new grid and snapping system, the foundational work for our in-game physics, and a fresh look at the junctions and signals that will soon automate your rail empire.

For a long time, we’ve said that the track tool should feel like an extension of the engineer’s mind. With this latest update, we’ve moved significantly closer to that reality. Let’s dive into the details of what’s coming your way very soon.

Laying the Groundwork: The New Track Tool

The track system is the heart of the experience. With this new update, we have shifted our focus toward making track laying not just functional, but deeply satisfying and technically accurate. We want the act of building your network to feel as rewarding as watching the trains run on it.

Snapping and Granular Control

One of the immediate changes you will notice is the upgraded snapping system. We’ve introduced a sophisticated grid that allows for perfectly measured segments, providing you with the real-time data needed to build symmetrical and efficient layouts.

Whether you are laying a simple siding or a massive multi-line terminal, the tool now provides granular feedback on length and alignment. This ensures that every piece of track you place is exactly where it needs to be, removing the guesswork and letting you focus on the grand design of your layout.

Geometry in Motion: Perfect Curves

Real world rail isn’t just about where the track goes; it’s about the geometry that keeps the train on the rails. This is why we have made significant changes to the way tracks curve in the game. These curves are now generated in a “perfect circular fashion,” moving away from older, approximate methods.

To help you design these sections, the UI now displays vital engineering data: the Radius (R) and the Chord length (C). Whether you are navigating a tight mountain pass with a classic C-curve or creating a complex S-curve to weave through a dense industrial zone, the tool provides visual guides to ensure your geometry is sound. These realistic constraints mean that your tracks won’t just look better; they will behave more like their real world counterparts.

The Art of the Parallel: Dynamic Grids

One of the most requested features from our community has been the ability to lay multiple tracks without the frustration of manual alignment. We know how difficult it can be to keep three or four lines perfectly spaced over long distances.

Our new grid system solves this entirely. When you begin laying a new track near an existing one, the tool automatically “catches” and conforms to the first track’s grid. This enables perfectly parallel track placement. The system even displays the precise distance between track ends, ensuring that your multi-lane corridors are aesthetically pleasing and technically accurate.

Kinetic Foundations: The Physics of Rail

Beyond the tracks themselves, we’ve been hard at work on the underlying “soul” of the train movement: the physics engine. We believe that for a simulation to feel right, it has to respect the laws of mass and momentum.

Mass, Momentum, and Power

Our updated physics model now accounts for the kinetic motion of the train. This means that acceleration isn’t just a flat number; it’s a calculation of the locomotive’s power output against the total mass of the train. You’ll notice the weighted feel of the train as it pulls out of a station or rolls into a yard. It feels heavy because, in the game’s logic, it is heavy.

Real-World Elevation Logic

This physics foundation ties directly into how we handle elevation. Instead of simple smoothing, we have implemented a system that reflects actual railway engineering:

  • Grade Restrictions: To maintain realism, we’ve introduced a 5% maximum grade restriction. This prevents “roller-coaster” tracks that a real locomotive, hampered by mass and gravity, could never climb.

  • Gradual Transitions: When you raise a node, the system calculates a smooth vertical curve over a 100-meter distance to reach that height. This ensures that the transition from flat ground to an incline is gradual and safe for your trains.

The Brains of the Operation: Signaling and Blocks

A railway without signaling is just a trainwreck waiting to happen. We’ve made huge strides in how the game handles traffic management by adding an array of features to our junction system.

In technical terms, the game now recognizes segments of track as individual “blocks.” Signals respect these blocks, meaning a signal will only turn green if the block ahead is entirely clear. We’ve researched real-world signaling engineering to ensure that the placement and logic of our switch nodes and signals feel authentic.

For you, this means more visual clarity. Switch nodes now represent the active path with color-coded signals (green for the open line, red for the closed), allowing you to manage complex junctions and multi-train merges at a glance.

Looking Ahead

With this update, the limits of what you can build have expanded. From the precision of the new curve tools to the weight of the new physics engine, every part of the experience is being tuned for realism and player creativity.

We can’t wait to see the incredible, complex networks you build with these new tools. Stay on track, and we’ll see you in the next devlog!

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<![CDATA[Dev Updates: Sculpting Worlds & Building Networks]]>https://secondquestgames.substack.com/p/dev-updates-sculpting-worlds-andhttps://secondquestgames.substack.com/p/dev-updates-sculpting-worlds-andThu, 11 Dec 2025 06:23:00 GMTHello everyone,

We are delighted by the positive response to our December development update (devlog), which was released last week. The update introduced several exciting new ways to play, and we’re thrilled by the variety of new features. For those who couldn’t catch the live stream, here is a concise overview of the most important highlights.

We’re excited to announce the release of two highly anticipated features in this update: an all-new Terrain Editor and a revised Interconnected Tracks system.

Unlocking Unprecedented World-Building with the new Terrain Editor

We are introducing one of the most asked for features in the game - the Terrain Editor! This powerful new tool represents a major step forward in giving you, the world-builders, greater creative control over your environments. Forget rigid landscapes; the Terrain Editor empowers you to sculpt, refine, and detail your world with an unprecedented level of precision and artistic freedom.

Core Sculpting Capabilities

The Terrain Editor’s core functionality is centered around intuitive, easy-to-use tools for landscaping every aspect of your world:

  • Elevation Manipulation (Raise/Lower): At the heart of the editor is the ability to sculpt the foundational shape of your landscape. With simple brush strokes, you can instantly raise or lower the terrain to create everything from gentle inclines and rolling hills to sheer cliffs, deep canyons, and dramatic mountainous peaks. This direct control allows for the rapid iteration and creation of diverse topographies.

  • Contour Smoothing: Achieving natural, believable landscapes often means softening harsh transitions. The dedicated smoothing tool allows you to seamlessly blend sharp edges, jagged peaks, and abrupt changes in elevation. This results in more organic, natural-looking contours, adding a crucial layer of immersion and realism to your world that makes exploration more rewarding.

Advanced Texturing and Detailing

Beyond shaping the land, the Terrain Editor gives you complete mastery over the visual appearance of your surfaces:

  • Adjustable Brush Painting: Our texture painting system allows you to apply in-game textures directly onto your sculpted terrain. More importantly, the system features fully adjustable brushes for size, falloff, and opacity.

  • Detailed Texture Application: Whether your vision calls for laying down expansive stretches of grassy plains, painting detailed paths of worn earth, or creating the stark contrast between smooth rock faces and patches of snow, the varied brush sizes enable you to achieve detailed, high-quality texture application. This means you can effortlessly transition from building a serene, moss-covered mountainous ravine to rendering expansive, scorched sand dunes, ensuring every inch of your world reflects your artistic intent.

Empowering Your Creative Vision

The Terrain Editor is more than just a set of tools; it’s a foundation for creative expression. From shaping quiet valleys and defining the flow of rolling hills to carving intricate, winding ravines or laying out vast, desolate sandy stretches, this new feature provides you with significantly more control over building the world you want to play in.

Dive in, experiment, and start crafting the immersive landscapes you’ve always envisioned!

Forging a Living Railway Network with Interconnected Tracks

This development is a monumental leap forward, transitioning our railway system from a collection of simple, isolated lines into complex, dynamic networks. It represents the foundational first major step toward realizing truly ambitious and intricate track layouts.

The introduction of the Interconnected Tracks system fundamentally redefines how you can design, build, and operate your rail infrastructure. It is driven by two core, highly impactful behaviours:

Dynamic Path Splitting

Previously, tracks were simple point-to-point connections. Now, using new presets integrated directly into the track-laying tool, builders can define sophisticated track junctions and switches.

This allows a single incoming track to branch off into multiple predetermined paths (e.g., a straight-through line, a siding, or a junction leading to a different sector). These presets are key to building shunting yards, station approaches, and main line interchanges, giving you granular control over the potential routes a train can take.

On-the-Fly Route Management

The most significant operational change is the ability to change a train’s route on the fly without stopping the network. Using the new control interface, operators can dynamically signal a train to switch its trajectory as it approaches a junction.

This control is instant and responsive, moving beyond static, pre-set routes to allow for real-time traffic management, emergency rerouting, or simply directing a train to its appropriate loading bay. This functionality is crucial for avoiding collisions and optimizing flow.

The Network Comes to Life

These two additions synergize to achieve the ultimate goal: allowing you to run multiple trains on pre-defined routes simultaneously and autonomously.

By defining clear paths, implementing control points at every switch, and managing the dynamic routing, you can transform what was a simple, closed loop into a sprawling, living network that mimics real-world railway complexity.

This foundation feature enables us to build the future of our automated train networks, where trains will wait for clearances, dynamically choose the shortest route, or be diverted to a maintenance siding, creating a dense, complex, and immensely satisfying railway environment.

What’s Next? The Road Ahead

We are currently dedicating a significant portion of our development cycle to both refining our existing toolset and aggressively expanding the game’s core feature list. While new content is always exciting, our immediate and most critical goal is to dramatically enhance the authenticity of the simulation.

To achieve this, we are laser-focused on developing and implementing features that significantly bolster realism. This isn’t just about graphics; it involves deep systemic work on elements like:

  • Advanced Physics Model: Overhauling the current physics engine to account for finer interactions, material properties, and environmental forces, ensuring that every action has a believable and realistic consequence within the game world.

  • Dynamic AI Behavior: Expanding the complexity of network routines, building the foundation for implementing automated logic networks and interactions between the track layouts, the world built around it and its environment, within the physics sandbox this world exists in.

  • Environmental Complexity: Introducing more granular environmental simulation, including realistic weather effects, detailed resource degradation, and complex ecosystem interactions that influence gameplay.

These realism-focused features are foundational to the immersive experience we aim to deliver. We are focused on building deeper roots on these three tracks and establish a robust, authentic simulation layer and maintain the depth our community expects.


Watch the full Devlog below:

We are incredibly excited about the progress we’re making in this area. We encourage all of you to keep an eye out for our next devlog announcement to stay fully up-to-date with our progress, detailed feature breakdowns, and some more early gameplay footage!

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<![CDATA[Engineering Enduring Platforms in the Age of Player Creativity - The Sandbox Flywheel]]>https://secondquestgames.substack.com/p/engineering-enduring-platforms-inhttps://secondquestgames.substack.com/p/engineering-enduring-platforms-inWed, 10 Dec 2025 06:08:00 GMT

The traditional video game business model characterized by a massive launch spike followed by a rapid decay in engagement and revenue is facing obsolescence. In its place, a new paradigm has emerged: the Sandbox Flywheel, successfully spearheaded by the Simulation games genre.

This model treats a game not as a finite consumable but as a creative operating system. By empowering players with deep, granular tools, developers unlock a self-perpetuating cycle of creation, expression, and community evangelism.

At Second Quest, this is part of our core vision; how we see the games landscape evolving in the future. So let’s quickly dive in and take a look at the mechanics of the Sandbox Flywheel, demonstrating how popular simulation games like Cities: Skylines II, Planet Coaster 2, and BeamNG.drive have leveraged player creativity to build unassailable economic moats.

TLDR: the most profitable games in recent times are those that have successfully transitioned from being “games to be played” to “platforms to be built upon”. This is the playbook to create sustainable and replicable enduring successes with video games.

Starting with this post, I am starting a series of deep dives into how we are building sustainable simulation platforms at Second Quest.


The Death of the “Finished” Product

For decades, the video game industry operated on a Hollywood-style blockbuster model. A studio would spend years and millions of dollars developing a title, release it with a massive marketing blitz, and reap 80% of its lifetime revenue in the first three months. The game was a closed loop; the developer provided the challenges, the logic, and the solutions. The player’s role was strictly consumption.

In the simulation and strategy genres, this model has fundamentally broken down. Players no longer want to simply solve a puzzle designed by a level designer; they want to design the puzzle themselves. They do not want to just manage a city; they want to craft a narrative about its history, its zoning policies, and its traffic flow.

This shift represents a move from extrinsic motivation (winning, high scores, unlocking levels) to intrinsic motivation (mastery, autonomy, self-expression).

The “Sandbox Flywheel” is the business response to this psychological shift. It is a strategy that amortizes development costs over a decade rather than a single fiscal year. It relies on the understanding that a game’s content is not limited to what the game shipped with, but is theoretically infinite, bound only by the creativity of the user community and the flexibility of the tools provided.

When Cities: Skylines launched in 2015, it did not just beat SimCity because of its features and maps; it won because it accepted its role as a platform for City Builders. Ten years later, we see that the most successful titles are those that have doubled down on this philosophy. They are “living platforms” where the developer builds the canvas and the paintbrush, but the community paints the picture, and then sells prints of that picture to other players, driving further sales of the canvas.


The Sandbox Flywheel

The Sandbox Flywheel consists of four distinct, self-reinforcing stages: Tools, Expression, Community, and Growth.

Friction in any one stage slows the entire system, while lubrication (in the form of better tools, API access, or community support) accelerates it exponentially.

1. The Foundation: Deep Creator Tools

The flywheel begins with the developer’s primary input: the tools. In a traditional game, tools are a means to an end (a gun to shoot an enemy, a key to open a door). In a sandbox platform, the tool itself is the gameplay.

The Complexity Paradox suggests that interfaces should be simple, intuitive, and frictionless. The Deep Creator Tools paradigm challenges this: in games like Planet Coaster 2 or Kerbal Space Program, the high friction of the tools is a feature, not a bug.

1.1 Granularity

Players demand control over every pixel on the screen, and how everything interacts with each other. Detailing (the drive to make things as realistic as possible) has become one of the key motivations of play for the modern simulation player.

For example: In Planet Coaster 2, the ability to customize paths millimeter-by-millimeter or construct a pool complex tile-by-tile transforms the player from a “manager” into an “architect.”

1.2 Skill Ceiling

Complex tools create a skill gap. This is crucial because it allows for mastery.

If a tool is too simple, the player exhausts its potential in hours. If a tool requires learning (e.g., the node-based traffic tools in Cities: Skylines II mods), the player invests time to learn it. This investment creates a “sunk cost” of expertise that binds the player to the platform.

A Case Study in Point: In the Cities: Skylines community, one of the most popular mods of all time is “Move It”, a tool that allows players to select any object and move it along the X, Y, or Z axes, rotate it, or scale it. This functionality was not in the base game initially. It breaks the “game rules” (collision, cost, zoning), but it unlocks the “platform potential.”

By adopting this level of granular control officially or via supported mods, developers signal to players that their vision supersedes the game’s simulation constraints.

2. The Catalyst: Emergent Player Expression

Once deep tools are in hand, players cease playing the game as intended and begin using it as a medium for expression. The game becomes an engine for storytelling.

In a finite game, the objective might be “Reach 100,000 population.” In a sandbox flywheel, the player’s objective becomes “Recreate the aesthetic of 1920s Brooklyn” or “Build a functional brutalist utopia.”

2.1 Visual Storytelling

Players use the game engine to create dioramas and scenes. The visual fidelity of modern engines allows these creations to rival highly detailed counterparts. Further put in a player-driven narrative, each element in the creation is an addition to the story.

Here are two wonderful examples from the Cities: Skylines franchise.

1. How Sully recreates real world landmarks in Cities: Skylines II.

2. How DirtyH recreated San Francisco to scale in Cities: Skylines.

2.2 The “Digital Garden”

Players tend to their saves like gardens. They prune, expand, and refine. This creates a deep emotional attachment.

A player who has spent 500 hours detailing a single district in their city is unlikely to churn to a competitor, because their emotional labor is stored within the platform’s file format.

3. The Accelerator: Community Content Engine

This is the point where the flywheel becomes self-sustaining. The output of Stage II (Player Expression) becomes the marketing and content input for the wider community.

3.1 The Creator Hierarchy

A healthy sandbox ecosystem develops a labor hierarchy:

The Toolmakers (Modders): The technical elite who write code to fix bugs, improve UI, or add new mechanics (e.g., the Traffic Manager modders).

The Asset Creators: 3D modelers who import new buildings, vehicles, and props. They fill the content gaps the developer ignored.

The Broadcasters (YouTubers/Streamers): The storytellers who use the mods and assets to create entertainment. Creators like City Planner Plays or Biffa do not just play the game; they produce serialized television shows using the game as a set.

3.2 The “Free Marketing” Loop

Every time a Broadcaster uploads a video titled “Officially the worst traffic I’ve EVER seen...” they are performing a high-value marketing action.

They are demonstrating the game’s depth (Stage I) and the potential for expression (Stage II) to millions of passive viewers.

Deep Creator Tools are complex and intimidating. The Community Content Engine solves this by producing thousands of hours of tutorials. The community trains new users for free, lowering the onboarding cost for the developer.

4. The Harvest: Organic Growth & Monetization

The final stage is where the business value is realized. The activity in the flywheel drives new sales and retains existing customers, creating a market for high-margin DLC and enabling the Long Tail of Sales. Unlike narrative games which sell 80% of units in month one, a healthy sandbox sells steadily for years.

The evolved monetizaton model is built on the foundations of:

  • Base Game Sales: Driven by Broadcasters.

  • DLC/Expansions: The developer creates “official” content that integrates with the community ecosystem. Because players are deeply invested, the attach rate for DLC in games like Planet Zoo is exceptionally high.

  • Creator Packs: Developers hire community asset creators to make official DLC (e.g., Paradox Interactive’s Content Creator Packs), splitting revenue. This legitimizes the modders and incentivizes higher quality community work.

BeamNG.drive is a prime example; despite being in Early Access since 2015, its sales have grown consistently because the content (vehicles, physics scenarios) is constantly refreshed by the community, selling an estimated 9 million copies over the years.

The Psychology of the Builder

To engineer a flywheel, one must understand why a human being would spend 10 hours debugging a traffic intersection in a video game after working an 8-hour day. The answer lies in Self-Determination Theory.

Autonomy

The Sandbox Flywheel provides a sensation of total control.

In the real world, an individual cannot redesign their city’s highway system or build a roller coaster in their backyard. The simulation offers a low-stakes, high-control environment.

Deep creation tools satisfy the craving for autonomy. When a game imposes arbitrary limits (e.g., “You cannot build here because the game says so”), it violates this need and breaks the flywheel.

Competence

Mastering a complex system is intrinsically rewarding.

The “learning curve” of Cities: Skylines II or Kerbal Space Program is not a barrier; it is the ladder players climb to feel competent.

The “Aha!” moment when a complex logistics network finally flows smoothly triggers a dopamine release associated with problem-solving.

This is why “simplifying” a sequel often leads to backlash; it robs the player of the opportunity to feel smart.

Relatedness

While these games are often single-player, the flywheel makes them deeply social. Players share screenshots, save files, and mods. They seek validation from the community (”Rate my setup”). The game becomes the shared language of a tribe. The Microsoft Flight Simulator community, for instance, mimics real-world pilot culture, creating a sense of professional camaraderie within a digital space.


The Economic Moat

The Sandbox Flywheel creates specific economic advantages that act as a moat against competitors. Competitors cannot simply clone the game mechanics; they must clone the community and its content library.

Lower CAC

Traditional games spend millions on ads. Sandbox games rely on the “YouTube Industrial Complex.” A viral video by a creator like Let’s Game It Out (known for breaking simulators) can generate millions of dollars in sales with zero ad spend from the developer.

Higher LTV

A player who mods a game has “invested” in it. They are less likely to churn. Furthermore, the “Platform” model allows for 5-10 years of DLC support. A loyal Sims 4 or Planet Zoo player may spend upwards of $500–$1,000 over the game’s lifecycle on expansions.

Cities: Skylines became unassailable not because its code was perfect, but because it has over 360,000 assets on the Steam Workshop.

A new competitor offering a better traffic simulation but zero assets offers a desolate experience by comparison. The community’s labor creates a content barrier to entry for rival studios.

Challenges and Risks

Implementing the Sandbox Flywheel is not without peril. Some common pitfalls to watch out for include:

The Performance Tax

Sandbox games are CPU-intensive. Cities: Skylines II faced severe backlash for poor optimization. When you give players infinite tools, they will build infinite complexity, bringing even high-end PCs to a crawl. Developers must balance “freedom” with “frame-rate.” A sluggish game kills the creative flow (Stage II) and stops the flywheel.

The “Unpaid Labor” Ethical Dilemma

There is growing scrutiny regarding the reliance on unpaid modders to fix broken games or provide essential content. If a developer releases a barebones MVP (Minimum Viable Product) expecting modders to finish it, the community may revolt (as seen in early Kerbal Space Program 2 sentiment). The flywheel must be a partnership, not exploitation. Successful studios hire prominent modders or offer revenue-sharing programs (Creator Packs) to nurture such partnerships.

Platform Governance & Toxicity

As games become platforms, developers become governors. They must moderate content. When a player creates offensive imagery using the in-game tools, or when modders include malicious code, the developer is responsible. Managing a creative community requires a sophisticated Trust & Safety apparatus.


Conclusion: Building for the Decade

The next generation of sandbox platforms will integrate two emerging technologies to spin the flywheel faster: AI and Cross-Platform Modding.

AI

AI is bringing about a landslide shift in the games industry, where it is enabling new forms of expression and creativity. Right from NPCs with a rich personality to procedurally generated environments, AI is making the sandbox experience and content creation more immersive and engaging.

Standardized Cross-Platform Modding

The wall between PC and Console is crumbling. Games like Cities: Skylines II and Fallout 4 have been a champion of console mods, but the future is a unified backend (like mod.io or a proprietary solutions) where a creation made on an iPad can be played on an Xbox. This massively expands the TAM for the Community Content Engine.

Baking the Mods

We will see more studios officially adopting the “Data-Driven” architecture. Instead of hardcoding game logic, developers will write the engine to read external data files for everything. This makes the game “moddable by default,” ensuring that the community can update the game long after the studio has moved on.

The Sandbox Flywheel turns the traditional game development model inside out. Instead of a linear pipeline from Developer to Player, it creates a circular ecosystem where the Player becomes the Creator.

The lessons from the evolution of simulation games is clear: The most profitable feature a developer can build is a tool that allows the player to build out their imagination.

The future belongs to the platforms that hand over the keys to its players.

The guiding metric of success for us at Second Quest has never been “Unit Sales at Launch.” It is “Time Spent Creating” by our players.

When a player spends 100 hours building a rich intricate world in our debut simulation platform - Model Trains, we haven’t just sold a game; we have acquired a partner who will market, expand, and sustain Model Trains for years to come.


I will continue this deep dive with the next edition on bridging the gap between “Game Rules” and “Player Vision”.

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<![CDATA[IGDC 2025 Recap: Second Quest, BYOG & Indian Game Development]]>https://secondquestgames.substack.com/p/igdc-2025-recap-second-quest-byoghttps://secondquestgames.substack.com/p/igdc-2025-recap-second-quest-byogSun, 09 Nov 2025 19:27:00 GMT

This was a very special year for IGDC as the premier Indian game developer conference moved to Chennai for the first time. Going to IGDC has always been like homecoming for me, and this year was no exception. It is a celebration of the Indian community and an annual congregation for all of us to come together and share our experiences, learn from each other, and build a better future for the Indian game industry.

Our entire founding team made the trip, and in many ways, it felt like standing at the intersection of our past work, our present commitments, and the future we’re collectively building. Each member of our team contributed to the event in their own meaningful way — through community leadership, organisational responsibilities, BYOG, panel discussions, and the many invisible threads of work that keep our ecosystem moving forward.

It was a weekend that celebrated both our studio’s journey and our long-standing commitment to nurturing the next generation of Indian game creators.

GameDev India’s historic BYOG 2025

GameDev India is India’s oldest and largest game developer community that most of our founding team helps steer. BYOG or Build Your Own Game is the oldest game jam in India and has been running since 2010. One of the most gratifying moments heading into IGDC this year was seeing BYOG 2025 reach new heights.

Built to give Indian developers a space to experiment, collaborate, and grow, BYOG hit record numbers this year:

  • 1,000+ jammers

  • 200+ game submissions

The winners were celebrated along with the IGDC Awards giving young developers visibility and momentum.

This growth feels especially meaningful because the entire Second Quest team contributes to GameDev India: Yadu and I as co-founders, Vivek as Program Lead, Shubhank on the BYOG jury, and Shagufta leading media and communication.

BYOG continues to remind us what’s possible when community truly comes first.

Kicking off IGDC with the Pre-Event Mixer

IGDC truly begins the night before at the mixer, where the formality drops away and the conversations become honest and open. We caught up with all our friends, developers we’ve known for years, met students attending their first-ever conference, and reconnected with educators, studios, platform leaders, and long-time collaborators.

One of my favourite moments from the mixer was watching Vivek surrounded by a cluster of young developers and was just on fire, walking them through the messy but wonderful realities of building their first games. It really reminded me why these spaces matter: the best knowledge gets shared informally, just talking, without the need for slides or stages.

The mixer set the tone for the three days that followed—full of learning, connection, and community.

Engaging Sessions, Panels & Conversations

IGDC delivered a strong mix of sessions this year, and our team made the most of them, ranging from design and production insights to publishing, community building, and talent development. Each conversation reinforced just how quickly the Indian games industry is evolving and how much potential the next few years hold.

A major highlight for me was seeing Vivek represent Second Quest on a panel focused on helping students transition from college projects to professional game development. It was an excellent conversation, cutting through the noise alongside speakers from DigiPen, Whistling Woods, and Lakshya Digital, to focus on what genuinely matters for early-career developers.

Vivek brought such a grounded, builder’s perspective, drawing from his own journey across tools, prototyping, game jams, and now leading development here at Second Quest. He spoke candidly about the importance of working on small, complete projects, learning to collaborate early, and building portfolios that show real problem-solving rather than just polished screenshots.

The panel drew one of the most engaged student audiences at IGDC, which was a great reminder that the next generation is paying close attention and is eager to build with real intent.

Looking Ahead

IGDC 2025 was truly exceptional. The collective energy was palpable, exceeding even the success of BYOG. I was struck by the sheer number of young developers, who radiated a new level of confidence, ambition, and remarkable clarity of purpose.

Walking through the expo reminded me of the early days of the industry in 2009-2013, when India’s “indie scene” was first taking root and only a few teams dared to pursue original IP. Now, seeing the Indie40 showcase and the wider exhibition filled with creators dedicated to building PC and console titles with an unwavering conviction underscored the immense progress the industry has made.

This year’s IGDC unequivocally confirmed a crucial truth: the country’s game development sector is undergoing an unprecedented acceleration, driven entirely by the strength of its community. What makes this journey so beautiful is the generational nature of this progress. Many of the developers I met were not even born when the story of Indian game development began. Each new cohort starts further ahead, propelling the industry forward in ways the previous one simply could not.

Having had the privilege of contributing to this vibrant ecosystem for nearly two decades, it remains my continued honor to build alongside all of you through efforts like Second Quest and GameDev India, and every collaborative project that shapes our collective future.

Here is to India’s games industry: growing, evolving, and thriving together.

To the creators, the dreamers, and the builders, here is to the next chapter.

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<![CDATA[Second Quest at Gamescom Asia x Thailand Game Show 2025]]>https://secondquestgames.substack.com/p/second-quest-at-gamescom-asia-x-thailandhttps://secondquestgames.substack.com/p/second-quest-at-gamescom-asia-x-thailandWed, 22 Oct 2025 19:15:00 GMTAfter attending Gamescom Asia 2024 in Singapore last year (read our 2024 recap here), returning to the event this October felt familiar. But this year, our trip to Gamescom Asia came with an exciting twist. At Second Quest, this was the first time we were speaking at an international conference.

The event this year had expanded into a new format: Gamescom Asia was being organised in partnership with the Thailand Game Show. This brought this entire experience to the wonderful city of Bangkok for the very first time. Between October 16-19, the broader Southeast Asian gaming community came together to explore the latest in gaming technology and innovation. The energy in the halls of the Queen Sirikit National Convention Center felt electric, blending Thailand’s creative scene with the broader Southeast Asian gaming community. Once again, the event delivered the perfect mix of discovery, collaboration, and momentum.

Vivek Jha takes the Stage at Gamescom Asia

Our CTO, Vivek Jha, delivered a session titled ”Building Mod-Ready Games”. Using our debut simulation title, Model Trains, as a detailed case study he explored:

  • Why modding is essential for player engagement and community longevity

  • How we architected the game to be open, stable, and welcoming for creators

  • Our UGC-first design philosophy, turning Model Trains into an extendable sandbox

The session drew a packed room and sparked several in-depth conversations with developers and platforms who, like us, see creator-centric gaming as the next frontier.

For anyone interested in the ideas behind Model Trains, read this blog post to learn about our approach to building simulation experiences.

Connecting With Asia’s fastest growing Game Markets

While Vivek was creating magic on stage, Kinshuk and I met with investors, publishers, platform partners, and tools providers from across Asia.

What stood out this year was how aligned the regional ecosystem is becoming with our long-term vision:

  • Players want more and more Simulation and strategy games globally

  • UGC ecosystems are being prioritized by publishers and platforms

  • Southeast Asia continues to grow as a creator-first, innovation-focused region

Across conversations, our platform roadmap, modding support, and community-driven approach for Model Trains resonated strongly.

From Singapore to Bangkok... and Onward

Last year, Gamescom Asia’s edition in Singapore marked our first major global industry appearance as Second Quest. This year in Bangkok, it felt like we stepped into the next stage of our journey with stronger visibility, clearer positioning, and deeper relationships.

Many thanks to everyone who:

  • attended Vivek’s talk

  • stopped by to chat

  • shared feedback on Model Trains, and,

  • explored partnership conversations with us

We’re heading back to development with fresh insights and renewed momentum. Gamescom Asia has been an incredible partner in our growth and we already can’t wait for next year.

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<![CDATA[Dev Updates: New Trains, Track Editing & Bridges]]>https://secondquestgames.substack.com/p/dev-updates-new-trains-track-editinghttps://secondquestgames.substack.com/p/dev-updates-new-trains-track-editingSun, 10 Aug 2025 19:07:00 GMT

Hello fellow rail enthusiasts! 🤩

It’s been a busy couple of weeks in the Model Trains yard, and we’re thrilled to share everything we’ve been working on since our last Steam build release. From new trains and props to improved track editing and bridges, this update is packed with features that will make your railway-building adventures even more creative and fun. Let’s jump right in!

All Aboard New Trains

We’ve added 5 brand-new trains for you to try out in the game!

More Props, More Possibilities

The game now has a total of 286 props, including 75 Buildings, 88 decorative items & objects, 68 plants & trees, 37 rocks & terrain objects and 18 vehicles.

Smarter Track Editing

Track editing is now node-based. Select a track in Track Mode, and you’ll see connected nodes you can move with your mouse. Hold Control to raise them above the surroundings.

Procedural Bridges

Better bridges! Yes, along with track editing, we had a chance to work on a system that creates procedural bridges that you will be able to customise more (in the future 😅). The current system automatically creates support structures when you edit your tracks and move those nodes vertically!

Dioramas & Map Picker

Keeping modding in mind, we’ve crafted our internal systems to now load custom maps and content.

The current system lets our artists create custom maps and dioramas that act as a starting point for your adventures!

The same systems now facilitate loading and saving as well; which means you can now have multiple maps saved in the sandbox and experiment without worrying about losing progress or overwriting older content.

Lots of Quality of Life fixes

We also did a lot of quality of life fixes for the game. You have a whole slew of short keys and helpful features that should get you doing world-building with props a whole lot faster. You can use the R, T and Y keys respectively to do simple rotate, move and scale operations on your props from where you have placed them. Holding down shift with the same shows you control handles that let you do more! You can quickly find all the short keys available to you in the pause menu under the section title controls.

Better Track Drawing

Revisiting our track system gave us an opportunity to work on our flex track drawing algorithms as well as the preview system that shows you what you will be getting when extending tracks. The system tries its best to guess what sort of a curve you are trying to draw and helps you draw straight tracks, S curves and C curves with ease. If you want to cycle through curves while you draw, you can now use the Tab key to cycle through some dynamic curves as well, giving you a whole lot of control!

Finer Prop Placement

You can hold down the Control modifier key on your keyboard and scroll the mousewheel to rotate a prop before placing them down; giving you finer control over where and how you position your props.


😅 Yeah! That was a lot! So we hope that you get to try all the new features and please drop down to our discord (linked below) if you have ideas, found bugs or anything else!

Have fun! 🌸

👀 Find us elsewhere!

  • If you know any railfans or city builder enthusiasts who would love this game, please ask them to sign up for a playtest here – playmodeltrains.com

  • If you are not on our discord, please join us there for all our latest updates

  • You can also catch our live streams on YouTube every month to get updates via our devlogs

  • Follow our company’s business updates on LinkedIn

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<![CDATA[Second Quest wins STPI OctaNE’s Open Challenge Program 6]]>https://secondquestgames.substack.com/p/second-quest-wins-stpi-octanes-openhttps://secondquestgames.substack.com/p/second-quest-wins-stpi-octanes-openFri, 04 Jul 2025 18:55:00 GMT

We’re thrilled to share that Second Quest has been selected under the Open Challenge Program (OCP) 6.0 of STPI OctaNE Centre of Entrepreneurship (CoE) at Aizawl, in the Gaming & Entertainment track.

Being selected for the OctaNE program is both a proud moment and a deeply energising one. As builders working on ambitious ideas from India, we’re constantly seeking ecosystems that embrace innovation, and the Northeast region of India is proving to be one such place full of potential. For a young studio like ours, this is a chance to engage with a region that’s bursting with untapped talent and to grow alongside it.

Why OctaNE Matters

OctaNE is a pioneering initiative: a network of 8 Centres of Entrepreneurship (CoEs) dedicated to Electronics and IT innovation in Northeast India. From IoT in Agriculture to Gaming, Animation, HealthTech and AI, this cluster supports startups working on real-world solutions in high-impact domains.

By selecting us for incubation at the Proof of Concept (PoC) stage, the OctaNE program has provided us with:

  • Initial grant support to further our early development,

  • Incubation benefits over a 3-year period,

  • Access to mentorship, industry linkages, and CoE facilities, and

  • The opportunity to attend a 3-month entrepreneurship training at IIM Calcutta Innovation Park.

We’re especially excited that the program is deeply rooted in community, innovation, and regional growth—values that resonate with our own vision at Second Quest.

Starting with the OctaNE Bootcamp

To kick off this journey, Kinshuk and I had the privilege of attending the STPI Guwahati OctaNE Bootcamp, a dynamic two-day event designed to orient and inspire the newly selected startups.

The experience was truly energising. From business presentations by successful OctaNE alumni, to keynote addresses from respected leaders like Smt. Vandana Srivastava (Jurisdiction Director, STPI Guwahati), Shri Kalyan Kar (Co-Founder at Prediqt Business Solutions Private Limited, Co-Founder & Director –InQube Innoventures, Chief Mentor Agartala CoE), and Shri Kvulo Lorin (Chairman, Nagaland Industrial Development Corporation), it was a deep dive into what it takes to succeed as a startup in today’s tech-driven world.

A highlight for us was the mentoring session by Padma Shri Dr. Uddhab Bharali, whose work on innovation at the grassroots is a powerful reminder of the change tech can enable when driven by purpose.

The bootcamp also featured a thought-provoking panel on “From Grassroots to Global: Leveraging AI and Emerging Tech to Empower Regional Startups,” with leaders from IIM-CIP, IIT Guwahati, and North Eastern Development Finance Corporation Ltd (NEDFi) sharing insights on scaling deeptech ventures from regional hubs.

Another highlight was the opportunity to meet Shri K. V. Chandra Varma, Deputy Director and Officer-in-Charge at STPI Aizawl (our CoE). We’re truly looking forward to working closely with him and tapping into the immense creative and technical potential of the Northeast. It’s an exciting time to be part of this emerging ecosystem, and we hope to contribute meaningfully while learning a lot along the way.

Entrepreneurship Training from IIM-CIP

As part of the incubation journey, Second Quest has also been selected for a 3-month entrepreneurship training program at IIM Calcutta Innovation Park (IIM-CIP). This initiative allows us to participate in an intensive training designed to build entrepreneurial leadership and strategic thinking.

At the OctaNE bootcamp, Shri Pankaj Baruah, Head of Portfolio Management at IIM-CIP, conducted a deeply insightful orientation session. He spoke candidly about his own entrepreneurial journey, the common pitfalls that early-stage founders face, and the mindset needed to build for long-term success. His guidance gave us clarity and confidence as we look ahead to our next milestones.

We’re incredibly grateful for this opportunity and excited about the growth that this structured mentorship and training will unlock.

Building Our Proof of Concept

With the PoC grant in place, we’re doubling down on building Model Trains, our debut sandbox simulation game, and will be working toward milestone-driven releases over the next 12 months. What excites us most is that OctaNE gives us not just the capital, but a collaborative platform - one that believes in the power of gaming, and the potential of Indian IPs to travel the world.

To everyone who made the OctaNE experience possible - thank you. We’re proud to be part of this new wave of creators from India’s Northeast and are committed to using this opportunity to build not just a product, but a sustainable, creator-friendly gaming platform from India.

Stay tuned for more updates!

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<![CDATA[Dev Updates: Laying the Foundation for Modding!]]>https://secondquestgames.substack.com/p/dev-updates-laying-the-foundationhttps://secondquestgames.substack.com/p/dev-updates-laying-the-foundationThu, 05 Jun 2025 18:47:00 GMT

Hello, Model Trains enthusiasts!

We recently held our second devlog, and it was packed with exciting news about the future of our game, particularly focusing on how we’re building it with modding in mind from day one!

Laying the Tracks for Modding: Build Your Own Model Train Sets!

One of our biggest announcements was our early and deep commitment to modding support. Why are we focusing on this so early in development? Because we believe a game like Model Trains truly flourishes with a vibrant, creative community. By integrating modding capabilities from the very beginning, we aim to involve you, our players, in shaping the game’s evolution from the ground up, getting the modding community onboard faster.

Our approach to modding is very straightforward: we’re using the exact same content pipeline for our internal development team as we will for modders. This isn’t just a convenient feature; it’s a foundational architectural decision. This means our artists building those intricate trains and props are using the identical tools and workflows you’ll get your hands on! This ensures consistency, provides incredibly robust and battle-tested tools, and guarantees that any improvements we make internally directly benefit the modding community. This unified pipeline is how we’ve laid the strong foundation for future modding.

The technical backbone of this strategy involves Unity packages and AssetBundles. We will be providing you with a dedicated Unity package for modding, containing all our custom tools, scripts, and configurations. This comprehensive package will guide you through creating your own trains, buildings, or environmental elements, setting them up correctly, and efficiently exporting them as game-ready AssetBundles. It’s a truly shared workflow – from our studio to your desktop! We can’t wait to see the incredible content you’ll create and how this early foundation will empower your creativity.

For a quick preview, watch this YouTube video about our content modding pipeline:

Another quick update this month is our Context-aware Help system which can serve as a quick introduction to every new game feature and mods as well, when the player first interacts with them. This ensures that as the player’s worlds evolve and they use deeper and complex systems, help is always available.

Get Onboard: Calling All Playtesters!

Are you excited by the idea of creating your own content for Model Trains? We’re actively looking for enthusiastic playtesters who are eager to dive into these early modding tools and help us refine them. Your feedback will be invaluable in making this system as intuitive and powerful as possible for the wider community.

If you’re interested in being among the first to get your hands on our modding tools and contribute to the game’s development, please visit https://playmodeltrains.com to learn more about how to join our early playtesting program. We’re building this world together, piece by piece!

Watch Our Videos!

Want to catch up on our prototype and our previous updates?

Check out our Prototype Video

Rewatch our Last Devlog

What’s Next?

We’re incredibly excited about the foundation we’ve laid for modding in Model Trains. This represents a significant step towards a more collaborative and endlessly replayable experience. This is just the beginning, and we’ll be sharing more details, tutorials, and expanded access opportunities as development progresses.

Stay tuned for more updates, and thank you for being a part of the Model Trains journey!

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<![CDATA[Riding the Waves of Innovation: Second Quest at Waves 2025!]]>https://secondquestgames.substack.com/p/riding-the-waves-of-innovation-secondhttps://secondquestgames.substack.com/p/riding-the-waves-of-innovation-secondTue, 06 May 2025 18:42:00 GMT

A few weeks have passed since WAVES 2025, but the energy and momentum we carried home from the summit still feels as fresh as ever. We came into WAVES full of hope, excitement, and ambition—and left even more energised for the journey ahead.

Hosted at the Jio World Convention Centre in Mumbai, the first-ever World Audio Visual & Entertainment Summit (WAVES) Summit brought together the entire Indian media and entertainment ecosystem under one roof. The event marked a turning point for India’s creative economy, and we were thrilled to be part of this watershed moment. As a company committed to ‘Make in India, For the World,’ our participation felt perfectly aligned with Prime Minister Modi’s powerful vision for fostering innovation and homegrown talent in the gaming sector.

Model Trains at Creatosphere

As winners of the Bharat Tech Triumph program (Season 3), we were invited to exhibit Model Trains at the Creatosphere —a dedicated space for showcasing creative talent. Seeing children, families, and enthusiasts come together at our booth to build, decorate, and run digital model train sets was a moment we won’t forget.

It was a full-circle moment for us. Model Trains was always envisioned as a game that brings generations together to imagine, build, and share their creativity. Watching young players show their parents how to build train layouts, laughing together and immersed in creation, was exactly the kind of inter-generational joy we set out to build

The sheer scale of Creatosphere, with over a lakh participants, truly underscored the immense growth and potential of India’s creative industries. We were proud to be at the forefront, demonstrating how Indian-made games can captivate global audiences.

Pitching at WAVEX

Second Quest was also one of the select startups chosen to pitch at WAVEX, the investment and innovation platform within Waves 2025. This segment was specifically designed to catalyze growth and investment within India’s ME (Media & Entertainment) startup ecosystem.

It was a high-energy, high-impact opportunity to present our vision, our platform strategy, and our roadmap to a room full of investors, policymakers, and industry leaders. Our pitch centered around building Model Trains not just as a game, but as a foundation for a content platform that empowers creators and modders to build the worlds of their dreams. As creators ourselves, we believe the future of gaming lies in UGC-driven, community-powered ecosystems, and WAVEX was the perfect place to share that vision.

A Moment of Gratitude

We are deeply grateful to the Ministry of Information and Broadcasting, Startup India, and the India Electronic & Information Council (IEIC) for selecting us as Bharat Tech Triumph winners and making this experience possible.

PM Shri Narendra Modi’s continued emphasis on Gaming as a key sector for India’s digital and creative economy was a strong theme at WAVES 2025. As builders who are ‘Making in India, For the World,’ we find both validation and encouragement in this vision. WAVES 2025 made that vision tangible — through initiatives like Creatosphere and WAVEX, India is paving the way for gaming studios like ours to dream bigger.

What’s Next

We return from WAVES 2025 more energised than ever. With every demo played and every conversation had, our belief in Model Trains and the Second Quest vision has only grown stronger.

We’re now focused on community-led development with monthly devlogs, public playtests, and Discord hangouts. If you’d like to be part of shaping the future of Model Trains, join our playtest program.

This is just the beginning. Thank you to everyone who stopped by, played our game, or simply cheered us on. Onwards and upwards!

Shagufta

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<![CDATA[Dev Updates: From Blueprints to Bogies]]>https://secondquestgames.substack.com/p/dev-updates-from-blueprints-to-bogieshttps://secondquestgames.substack.com/p/dev-updates-from-blueprints-to-bogiesThu, 01 May 2025 17:52:00 GMTAs a young studio from India building rich simulation games we are actively developing our debut game – Model Trains, in public. We are doing this in two ways:

An early Playtest program

If you head over to https://playmodeltrains.com you can sign up for our early playtest releases, hop over to our discord and chat actively with our player community and development team and help us shape the product.

Monthly Development Updates Livestream

Last night, we went live to share a host of exciting updates from the game, giving our community a candid look at our development journey, recent feedback, and the much-anticipated roadmap ahead. This was a first of many livestreams – the idea is to showcase an update to the game every month and then release that to our Steam playtesters.

Here are the key takeaways from our first devlog:

Paving the Way: The Evolution of Track Laying

One of the core experiences in Model Trains is, of course, laying the tracks for your railway empire. We took a trip down memory lane to show just how far this system has come.

In the early days, we experimented with a spline-based, organic system. While it offered a certain flexibility, it presented challenges, especially when interacting with terrain. Our initial goal has always been to allow players to seamlessly deform the landscape as they build, creating cuttings, embankments, and eventually bridges and tunnels.

Today, the system is more structured and user-friendly. You can easily place starting points, snap new pieces into place, or pull extensions directly from existing tracks. While we’ve constrained it for now to improve the core experience, we haven’t forgotten the appeal of the more organic tools and plan to revisit those ideas in the future.

Currently, the track placement does deform the terrain by default. However, we’re building a robust set of terrain tools that will allow you to manually sculpt the landscape. More importantly, we can easily add an option to lay tracks without altering the terrain, giving players full creative control.

Getting Real: A Major Overhaul of Train Physics

One of the most significant pieces of feedback we received from early playtests and our GDC showcase was that the train movement felt a bit “janky.” We heard you loud and clear.

Our top priority in the last couple of weeks has been to completely overhaul the locomotive physics to create a more authentic and satisfying experiences. We’re thrilled to show you the results.

The new system is a ground-up rebuild:

  • Decoupled Components: The wheels, bogies (the chassis underneath the carriage), and the main train body are now all separate physical objects.

  • Realistic Movement: The bogies pivot and turn accurately according to the track’s curves, and the main carriage rests on top, inheriting that motion smoothly. This eliminates the jerky, unnatural movement of the old system.

  • Modular by Design: This new approach is also highly modular. It allows us to build a content pipeline where artists—and eventually, players—can introduce new locomotives and rolling stock into the game simply by changing a configuration file.

This change is a huge step towards the level of simulation and realism we’re aiming for.

What’s Next on the Line? Our Public Roadmap

We believe in building Model Trains with our community. That’s why we’ve formalized our development roadmap, and we’re making a version of it public for all our playtesters to see.

Our methodology is built around a tight feedback loop: we build, you give feedback, and we iterate. While we have a long-term vision, your immediate feedback will help us prioritize and adjust our course.

So, what can you expect to see in the near future? Our roadmap, built on a foundation of interconnected systems, includes some highly requested features:

  • Train Collisions & Derailment: Yes, things are going to get chaotic! Make a turn too sharp, and you’ll risk derailing.

  • Dynamic Weather: We are planning a weather system that will, at the very least, add a beautiful aesthetic layer to your worlds. We’re also exploring how weather could have a functional impact on rail conditions.

  • Driving & Controls: Many of you have asked for a speedometer and more direct control over your trains. This is definitely on the roadmap!

Your Ticket to Ride: Join Our Playtest and Shape the Game!

This is just the beginning, and your voice is essential to building the best railway sandbox game possible. We are actively bringing more people into our closed playtest.

Sign Up for the Beta: Head over to beta.secondquest.games to fill out the form and join our early stage playtest program.

Join our Community: The conversation is happening every day on our Discord server. Join us at discord.secondquest.games to share your ideas, see more behind-the-scenes content, and chat with the dev team.

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<![CDATA[Second Quest Shines at Startup Mahakumbh 2025 with a Startup Maharathi Win]]>https://secondquestgames.substack.com/p/second-quest-shines-at-startup-mahakumbhhttps://secondquestgames.substack.com/p/second-quest-shines-at-startup-mahakumbhMon, 07 Apr 2025 17:31:00 GMTEarlier this year, our CTO Vivek Jha represented Second Quest at the inaugural Startup Mahakumbh 2025, held at the iconic Bharat Mandapam in New Delhi. As one of the country’s largest and most ambitious startup showcases, Startup Mahakumbh brought together innovators, investors, policymakers, and thought leaders to shine a spotlight on India’s next generation of startups.

This grand gathering truly underscored Prime Minister Modi’s commitment to nurturing a thriving startup ecosystem and a self-reliant, ‘Viksit Bharat’. We believe wholeheartedly that gaming has a crucial role to play in this vision, and we were there to prove it!

We had the honor of participating in not one, but two capacities:

1. Model Trains Showcase

As winners of the Bharat Tech Triumph Program, Second Quest was invited to showcase our debut title Model Trains at Startup Mahakumbh 2025. For many attendees, this was their first hands-on experience with Model Trains—a sandbox simulation game that brings the joy of model railroading to a richly detailed digital world. The feedback and conversations from the event will continue to shape how we build forward.

2. Startup Maharathi Challenge Winner

The highlight of the summit for us was being selected as a winner in the Gaming & Sports track of the Startup Maharathi Challenge 2025. This multi-phase, highly competitive national challenge was spearheaded by the Department for Promotion of Industry and Internal Trade (DPIIT) under the Ministry of Commerce and Industry, Government of India, with support from partners like Avaana Capital, LetsVenture, and HDFC Bank.

Being recognized among the top startups in the country is not just a moment of pride—it’s a strong signal that the gaming industry in India is starting to get the attention and support it deserves. The initiative aligns with the government’s broader vision of Viksit Bharat 2047, placing gaming alongside 10 other high-impact sectors poised to shape India’s future.

As a young studio building simulation games with a global vision, we believe this kind of visibility and validation is critical. We’re building in India for the world—and the support we received at Startup Mahakumbh reaffirmed our belief that Indian studios can lead the next wave of innovation in gaming.

Here’s to dreaming big, building together, and putting India on the global map for simulation games!

🚂 Shagufta

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<![CDATA[Chasing the Dream: Second Quest at GDC 2025]]>https://secondquestgames.substack.com/p/chasing-the-dream-second-quest-athttps://secondquestgames.substack.com/p/chasing-the-dream-second-quest-atSat, 22 Mar 2025 16:12:00 GMT

They say every game developer dreams of GDC. In March 2025, that dream came true for us at Second Quest.

Thanks to the incredible support from the Bharat Tech Triumph Program (Season 3), Second Quest was selected as one of the top 10 winners and given the honour of showcasing at the India Pavilion at the Game Developers Conference (GDC) 2025 in San Francisco. For a young studio just a few months into full-time development, this was nothing short of a miracle.

And it wasn’t just me and Kinshuk this time. With the support of scholarships from Global Game Jam, IGDA Foundation, and Bharat Tech Triumph, our entire founding team of five made it to GDC. For a studio still in its early stages, this opportunity to travel, learn, showcase, and bond was unforgettable.

Model Trains at the India Pavilion

Our debut title Model Trains was on proud display at the India Pavilion. From the moment the floor opened, we had a steady stream of curious gamers, industry veterans, platform representatives, and fellow devs stopping by to play and chat.

Some of the highlights?

  • We met folks from some of the most iconic game studios and organisations (like Unity, Xbox, Hazelight, Firaxis, and Scopely) at our booth and it was a great feeling to be showcasing our early prototype to some of our role models and getting their perspectives and feedback.

  • Industry champions like Kate Edwards from Geogriphy , Shannon Loftis and Alyssa Wallis from IGDA Foundation, and Maria & Jess from Global Game Jam dropped in to play and offer encouragement

Watching people light up as they explored the world of Model Trains was pure magic. Their feedback, enthusiasm, and thoughtful questions helped validate what we’re building—a simulation game with endless creativity and a strong community at its core.

Beyond the Booth

We weren’t just exhibitors. We were, also, students.

We soaked in sessions on game design, monetisation, player psychology, and emerging trends.

We met indie devs from all corners of the globe.

We explored the vibrant indie showcases at Day of the Devs, where we proudly cheered for fellow Indian games Fishbowl, Tamashika and Detective Dotson.

We also got to show Model Trains at GDC Nights, curated by Global Game Jam. Sharing space with other creative voices and watching people play our early prototype under the city lights of SF was something we’ll never forget.

A Community Milestone

Being at GDC 2025 wasn’t just a personal win—it was a proud moment for India’s growing indie games ecosystem. From the inaugural India Pavilion to seeing our national flag flying at the Moscone Center, it felt like the beginning of something big. Huge gratitude also to WinZO, IEIC, DPIIT and GDAI for making the Bharat Tech Triumph Program possible.

The Moments In Between

Of course, no trip to San Francisco would be complete without exploring its beauty. From walks by the Bay and sunset selfies at the Golden Gate Bridge, to nerding out at the Computer History Museum, the trip was also about bonding as a team and dreaming bigger.

What’s Next?

We came back with notebooks full of ideas, hearts full of inspiration, and a stronger-than-ever resolve to build a global hit from India. We’re doubling down on development, community building, and sharing our journey with the world.

You can catch our Devlogs on YouTube and sign up for our playtest program.

Till next time,

Shagufta

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<![CDATA[Second Quest Wins Elevate 2024 Grant!]]>https://secondquestgames.substack.com/p/second-quest-wins-elevate-2024-granthttps://secondquestgames.substack.com/p/second-quest-wins-elevate-2024-grantSun, 09 Mar 2025 15:48:00 GMTWhen we started Second Quest, we knew we were taking the road less travelled. Building a premium simulation game studio from India isn’t the most conventional of ideas but Elevate 2024 helped us realize that sometimes the unconventional paths lead to the most exciting destinations.

Elevate 2024 is a flagship initiative by the Government of Karnataka aimed at identifying and nurturing innovative startups across various sectors. For us, it’s been more than just a capital grant — it’s been an incredible learning experience and a massive vote of confidence in our vision for UGC content ecosystems through simulation games

Our journey through Elevate 2024 involved multiple rounds of pitching to industry stalwarts, evaluations, and deep dives into our business and creative vision. The process not only sharpened our storytelling and pitch making, but also allowed us to think more strategically about how we build, grow, and sustain our work. Through mentoring sessions and direct feedback from the jury, we walked away with invaluable insights.

A Moment to Cherish: Official Recognition

The highlight, of course, was being selected as a winner and receiving the Elevate 2024 non-dilutive grant in aid for our debut game, Model Trains. We’re currently working hard to complete our PoC milestone, and the support and structure offered through this program has been instrumental.

We had the honor of attending the Elevate 2024 felicitation ceremony, where our team members Shubhank and Yadu received the trophy from the Hon’ble Minister Shri Priyank Kharge. It was a moment of immense pride and validation for our entire team.

ABAI‘s role in this journey has been incredible. As our sector mentor, they are helping us shape not just the execution of our game, but also how we grow as a sustainable and scalable venture. We look forward to working closely with them through the rest of the program.

It was great fun to participate at the first meetup of the AVGC-XR winners of Elevate 2024 at ABAI CoE (Centre of Excellence for AVGC). It was energising to meet fellow founders and engage in honest conversations about our shared challenges and dreams. The ABAI team did a fantastic job explaining tranche milestones, documentation requirements, and how we can support one another as a community.

As we continue building Model Trains, Elevate 2024 has given us a strong foundation, and a powerful sense of community among other startups in Karnataka’s AVGC ecosystem.

Until next time,

Shagufta

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<![CDATA[Super excited for GDC, London Games Fest, and our Game Reveal]]>https://secondquestgames.substack.com/p/super-excited-for-gdc-london-gameshttps://secondquestgames.substack.com/p/super-excited-for-gdc-london-gamesFri, 07 Mar 2025 15:42:00 GMT

Hey everyone,

You know, GDC? It’s always been one of those “someday” dreams for me. And now, “someday” is here! I’m absolutely buzzing to be heading to GDC 2025 with the whole Second Quest crew.

How Did We Get Here?

A Little Bit of Luck, A Lot of Heart, and the IGDA Foundation

Let me rewind a bit. Last year, I was incredibly fortunate to be part of the IGDA Foundation’s Virtual Exchange Program, with the Velocity cohort. It was a game-changer. That program, specifically designed to uplift underrepresented voices in our industry, gave me access to mentors and connections that have been instrumental in my transition into gaming.

And now, to be awarded a GDC pass by the IGDA Foundation? I feel immensely grateful, living my dream. I’m eager to connect with the other scholars, mentors who changed my perspective, and the industry veterans shaping the future of inclusive games.

Before GDC: A Powerful Conversation at GAFX

Ahead of GDC, Kinshuk and I represented Second Quest at the GAFX 2025 (An AVGC conference organised by the Government of Karnataka).

I had the incredible opportunity to be on a “Women in Gaming” panel at GAFX 2025. Sharing the stage with powerhouses like Laxmi, Vandana, and Namratha, moderated by Ritika, was truly inspiring. We talked about the real stuff: the challenges we face, the progress we’ve made, and how we can keep pushing for a more inclusive industry.

Kinshuk spoke about developing India’s growing indie scene and how it has evolved over the years in his panel discussion with Prashanth DG of Brewed Games. (We are super excited about their upcoming release – Winds of Arcana: Ruination. Visit them at GDC).

In another panel discussion on how AI is used in Game Development, Kinshuk spoke at length of how AI is an enabler and all the meaningful ways in which we are using AI at Second Quest.

Bharat Tech Triumph: Validation and Fuel

We recently won the Bharat Tech Triumph! It’s incredible to have our vision recognized by the Ministry of Information and Broadcasting, DPIIT – Startup India, and WinZO. This win gives us a platform at the India Pavilion at GDC, along with travel sponsorship. It’s a huge boost and a reminder that we’re on the right track.

London Games Festival: The Adventure Continues!

As if GDC wasn’t enough, we’re also heading to the London Games Festival! This is another amazing chance to share our work and connect with the global gaming community.

And Finally, our first Sneak Peek!

Okay, now for the really exciting part! We’re finally ready to give you a sneak peek of our debut game! Since day one, our passion has been to create simulation experiences that truly resonate with players. And an important part of building these experiences is to build within our community of players.

On March 11th at 8 PM (IST), we will finally be showing early glimpses of our game (it’s just a prototype right now), and talk about our vision, approach and roadmap for it. This will also be the kickstart to building a community around the game.

You absolutely don’t want to miss this. Be there to be among the first to see what we’ve been working so hard on and join us in this journey!

Looking Forward: A Journey of Growth and Connection

From the IGDA Foundation’s Velocity cohort to GDC then London Games Festival and revealing our debut game, this journey has been a whirlwind of learning and growth. I’m so grateful for the support we’ve received from the global game development community.

If you’re at GDC or the London Games Festival, please say hi! I’d love to chat about our game, game development in India, or just share stories. Let’s make the most of these incredible opportunities to connect and push the boundaries of gaming together.

And don’t forget to tune in on March 11th for our YouTube livestream!

See you there!

Shagufta

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<![CDATA[Second Quest 2024 Recap: Full Steam Ahead into 2025]]>https://secondquestgames.substack.com/p/second-quest-2024-recap-full-steamhttps://secondquestgames.substack.com/p/second-quest-2024-recap-full-steamTue, 31 Dec 2024 14:24:00 GMT

I can’t believe we’re already wrapping up 2024 – what a ride it’s been! Shifting gears from media to gaming felt like stepping off a cliff and hoping the parachute would open – and it did, spectacularly. This year has been one of the biggest transitions of my career, full of pivotal decisions, bold risks, and that electric feeling of starting something from scratch. So, I wanted to take a step back and share how far we’ve come, and where we’re headed as we steam into 2025.

A Look Back at 2024

January: Second Quest at Global Game Gam 2024

This whole adventure kicked off in January at Global Game Jam 2024. Kinshuk, Yadu, Vivek, Shubhank and I first crossed paths at a jam site, where the spark for Second Quest was ignited. We bonded over our shared love for games, and before we knew it, we were sketching out the early blueprint of what would become our studio.

February – June

From there, Kinshuk and I dove headfirst into building the foundation – refining the studio’s strategy, crafting the business plan, and dreaming up our debut title. By June, we had finalized the concept for our debut game, a sandbox simulation and a playground for creativity and modding.

July – Making It Official

July was a milestone month – Second Quest officially came to life. By the end of the month, we were a fully incorporated private limited company based in Bengaluru.

On July 15th, we were featured on IGDA Foundation’s WE ARE INDIEDEV livestream, giving the world its first glimpse of our game.

October – Shifting Gears to Full-Time

October 1st marked a turning point – the founding team officially transitioned full-time to Second Quest. With that, development on our debut game hit full speed.

October 4-5

Kinshuk and I had the privilege of attending Together 2024 by She Capital, which was nothing short of inspiring. The event brought together some of India’s most innovative female entrepreneurs and VCs, and being in that space gave me the fuel I needed to push forward. The connections I made there continue to shape how I approach building this studio.

October 17-20

Next stop – Gamescom Asia 2024 in Singapore

Kinshuk, Vivek, and I packed our bags (and laptops) and set off to showcase the first glimpses of our game. Thanks to Global Game Jam’s support, we had the chance to present our studio and game to some of the biggest investors and publishers in the world. And the feedback? Overwhelmingly positive. It felt like a massive validation of everything we’d been working toward.

I also had the honor of speaking on the Women in Games Asia panel at Xbox Discovery Day. It was a powerful moment – discussing how we can increase women’s participation in gaming felt like coming full circle after my media career.

November 13-15: Home sweet home – IGDC 2024.

Returning to India’s biggest game dev conference felt like coming back to our roots. This was where Kinshuk and Yadu started their journey years ago, and now we were here as Second Quest.

We demoed our game to friends, peers, and investors, soaking in the feedback and energy. Yadu led a session on DEI, while Kinshuk spoke at two major panels, “The Lies We Tell Ourselves” and “Fundraising by Indie Studios”.

December – The Big One

Here’s the cherry on top – we closed our first major internal milestone for the game this month and signed our first set of investors! This marks the beginning of a new phase for Second Quest, and we couldn’t be more excited for what’s to come.

Full Steam Ahead into 2025

2025 is already shaping up to be huge. We’re rolling full steam ahead with development, expanding our community, and working hard to bring our debut game to life. I can’t wait to share more updates (and maybe a few surprises) with you all.

To everyone who’s supported us – from investors to fellow devs and friends – thank you for being part of this journey. Your belief in Second Quest fuels us every single day. Here’s to an incredible 2025!

Wishing you all happy holidays and an exciting new year.

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<![CDATA[Experiences From My First IGDC]]>https://secondquestgames.substack.com/p/experiences-from-my-first-igdchttps://secondquestgames.substack.com/p/experiences-from-my-first-igdcMon, 02 Dec 2024 14:21:00 GMT

I was very excited to attend IGDC, having heard so much about it from my colleagues at Second Quest—and it absolutely lived up to the hype. For me, IGDC 2024 felt like a front-row seat to the incredible evolution of India’s game dev scene and a reminder of just how powerful community and collaboration can be.

For Second Quest, it was a special homecoming. Our co-founder Kinshuk and Chief Creative Officer Yadu have been closely associated with IGDC since its early days as the Nasscom Gaming Forum. The Build Your Own Game (BYOG) jam, which they started through GameDev India in 2011, continues to thrive, and watching the BYOG awards unfold this year was a proud moment for all of us. It felt like a full-circle moment—celebrating creativity, mentoring talent, and paving the way for the future.

Day 1: Pushing the DEI Agenda Forward

Diversity and inclusion are conversations I’ve championed in media, and seeing Yadu lead a panel on DEI in Indian Game Development was particularly meaningful. The discussion, featuring stalwarts like Kumar Chandrasekaran, Lavanya Lakshminarayan, Ranjith Radhakrishnan and Vipasha Joshi, addressed where we stand as an industry and how much further we have to go. The candour of the panelists reminded me of the conversations I’ve had about representation in media—it’s not just a checkbox; it’s foundational to building a better industry.

Day 2: Hard Truths, Big Lessons

One of the most anticipated panels, “The Lies We Tell Ourselves,” struck a chord with everyone in the room. Kinshuk, alongside Joseph Kim, Bhavna Padmanabhan, and Sumit Mehra, dove deep into the uncomfortable truths holding the Indian gaming industry back. The key takeaways were simple yet profound: mediocrity cannot be an option, passion alone isn’t enough, and joy must always remain at the heart of what we create.

As someone new to this space, it was fascinating—and a little humbling—to see the parallels between the media and gaming industries. Both are driven by storytelling, but gaming demands an even deeper connection with the audience, where players are co-creators of their own experiences.

The day ended with the BYOG Awards, where this year’s jury members, Chirag Morab and Marco Pisanu handed out trophies to the winners. Seeing young creators celebrated on such a platform reaffirmed the potential of India’s gaming ecosystem.

Day 3: Building Relationships, Securing the Future

Fundraising has always intrigued me, whether it’s pitching a new campaign in media or seeking investors for a game studio. Kinshuk’s panel on Investor-Publisher Connect reinforced something I’ve believed for years—relationships are the cornerstone of any successful pitch. The insights shared by the panelists weren’t just theoretical; they were practical, actionable, and deeply relevant for a studio like ours navigating its early years.

While Kinshuk discussed the business side, Vivek held a Global Game Jam India roundtable, reflecting on the past and preparing for the future. His passion for nurturing talent and fostering collaboration is something I deeply admire.

What IGDC Meant to Me

For me, IGDC was a masterclass in how industries evolve when people come together with purpose. From DEI conversations to hard-hitting industry critiques, from BYOG celebrations to forging new partnerships, every moment was a learning opportunity. Meeting investors, publishers, and game developers who understand the challenges and opportunities of building a PC-first game in a mobile-first country like India was energizing.

But most importantly, it was inspiring to see how the Indian games community is shaping itself—not just to compete on a global scale but to redefine it. As someone who’s spent years building narratives in media, I can’t wait to see how Second Quest continues to write its story in this incredible industry.

Here’s to what lies ahead. IGDC 2025, we’ll be back - not just with ideas, but with a game we can’t wait to share.

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<![CDATA[Second Quest at Gamescom Asia 2024: Forging Global Connections, Thanks to Global Game Jam]]>https://secondquestgames.substack.com/p/second-quest-at-gamescom-asia-2024https://secondquestgames.substack.com/p/second-quest-at-gamescom-asia-2024Mon, 18 Nov 2024 14:20:00 GMT

As a young studio from India with global ambitions, Gamescom Asia 2024 marked a series of exciting firsts for Second Quest. It was our first-ever conference, our first international trip as a team, and, and our first opportunity to present our studio strategy and debut game to an international audience. Attending as a team—including Kinshuk Sunil (Co-Founder & CEO), Vivek Jha (CTO), and myself — this experience was made possible through the support of the [Global Game Jam (GGJ), who generously sponsored our passes.

Forging Global Connections and Gaining Valuable Insights

Gamescom Asia offered us an invaluable platform to connect with industry experts, publishers, and investors. These interactions were not only exciting but also deeply validating of our approach to creating community-driven simulation games. The feedback and insights we received have already helped us refine our strategies, offering clear directions on how to amplify the global appeal of our debut game.

Thanks for reading Second Quest: Updates from the Yard! Subscribe for free to receive new posts and support my work.

These connections reinforced the belief that simulation games with User-Generated Content (UGC) have untapped potential in the global gaming ecosystem. For a PC-first studio emerging from a mobile-first country like India, these conversations were a huge morale boost.

“Connecting with investors and publishers who understand our vision was invaluable. The validation of our UGC-focused approach and the actionable insights we received will guide us as we build an enriching player experience.”

Kinshuk Sunil, Co-founder & CEO

Learning from Industry Leaders and Pioneers

The sessions at Gamescom Asia were a treasure trove of knowledge. From fundraising best practices to the post-mortem of Dave the Diver, every session offered lessons that resonated with us.

“Building a cross-platform game with mod support from day one is an ambitious goal. Interacting with talented developers and tech innovators at Gamescom gave me practical insights to overcome the challenges ahead and execute our strategy with precision.”

Vivek Jha, CTO

Empowering Women in Games

One of the most inspiring aspects of Gamescom Asia was meeting strong, visionary women in the gaming industry. It was incredible to connect with leaders like [Agnes Kim (Xbox), Kah Hui Teo (Keywords Studios), Luna Javier (Altitude Games), Shiny Aprilia (Agate International), Marina Barthelemy (Pix Capital), Yolanda (Paradox Interactive), and Yujin Bae (Xbox). Their journeys and accomplishments reaffirmed the importance of inclusivity and diversity in our industry.

I also had the honour of participating in the Women in Games Asia panel, hosted by Kah Hui Teo at the Xbox Discovery Day. This session was a powerful opportunity to discuss actionable ways to increase women’s participation in gaming through intentional support and policies.

“Engaging with industry leaders on building a more inclusive gaming landscape was deeply inspiring.”

Shagufta Khan, COO

Moments like these reflect Second Quest’s commitment to empowering diverse voices and fostering community-driven growth.

A Partnership That Drives Growth: Thank You, GGJ

The Global Game Jam has always been about creativity, collaboration, and community - and this experience amplified those values. The sponsorship allowed us to connect, learn, and grow while strengthening our commitment to creating games that bring people together.

“Global Game Jam’s support for our participation at Gamescom aligns perfectly with our vision of building games that foster creativity and community”

Yadu Rajiv (Chief Creative Officer at Second Quest, & Executive Committee Member of GGJ)

Looking Ahead

Gamescom Asia 2024 has been a transformative experience for Second Quest. The insights, connections, and validation we received have energized us as we continue building our studio and debut title. With the support of the Global Game Jam and the incredible network we’ve built at Gamescom, we’re more motivated than ever to bring immersive, community-centric games to life.

To everyone who shared their knowledge and time with us at Gamescom Asia, and to the GGJ community, thank you for being part of our journey. Together, we’re shaping the future of gaming—one connection and one story at a time.

Thanks for reading Second Quest: Updates from the Yard! Subscribe for free to receive new posts and support my work.

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<![CDATA[Together 2024: A Journey of Inspiration, Connection, and Change]]>https://secondquestgames.substack.com/p/together-2024-a-journey-of-inspirationhttps://secondquestgames.substack.com/p/together-2024-a-journey-of-inspirationThu, 10 Oct 2024 14:19:00 GMTStepping into the serene ambiance of Alila Diwa in Goa, I sensed that Together 2024, hosted by She Capital, would be far more than just another industry event. Curated with care and vision by Anisha Singh, the driving force behind India’s leading diversity-focused fund, the event was designed to facilitate meaningful connections among women founders and investors. Anisha’s work through She Capital, which has empowered women-led startups to scale new heights, was evident in the thoughtfully structured sessions. This was not simply a platform for networking; it was an opportunity to engage deeply with fellow leaders, to exchange experiences, and to reflect on the unique challenges and opportunities we face as women in business.

For me, as the Co-founder of Second Quest, a young studio focused on building immersive, community-driven gaming experiences, it was the perfect setting to gather invaluable insights. The event with its blend of purpose, leadership, and personal connection—made it a transformative experience. I left Goa not just with new ideas but with a renewed sense of purpose, deeply inspired by the women and men championing change in our ecosystem.

Thanks for reading Second Quest: Updates from the Yard! Subscribe for free to receive new posts and support my work.

A Powerful Opening: The Paralympian Story

The opening keynote set the tone for the entire event. Paralympics Bronze Medalist Simran Sharma, her husband and coach Naik Gajendra Singh, and India’s para-athletics head coach Satyanarayana shared their incredible story of overcoming adversity and achieving greatness. Simran’s journey of breaking barriers and defying all odds resonated deeply with me, reminding me that with passion, perseverance, and the right support system, we can achieve extraordinary things. It also highlighted the power of teamwork and collaboration, a value that is essential for any successful venture.

Meaningful Conversations with Women Changemakers

One of the most rewarding aspects of Together 2024 was the opportunity to connect with inspiring women changemakers who are making a real difference in the world. It is impossible for me to list down all the 140 inspiring changemakers, but I won’t be able to move forward without mentioning some of them who left a lasting impression. These women are not only successful entrepreneurs but also passionate advocates for social change.

  • Shilpa Arora, founder of Insurance Samadhan, is tackling a critical issue that often goes unaddressed: financial grievances related to insurance claims. Her company empowers consumers to navigate the complexities of the insurance industry, ensuring they receive fair treatment and resolution. This resonated with me deeply, as I believe in the power of empowering individuals to take control of their own narratives and experiences.

  • Shreyasi Singh of Harappa revolutionised education by focusing on building foundational skills for the future workforce. This aligns perfectly with my belief in the importance of education and mentorship. We need to equip the next generation with the skills and knowledge they need to thrive in any industry.

  • Maithreye Murali Reddy of Miracle Me is transforming wellness by blending the purity of nature with the precision of science. Her company’s approach to crafting health products with natural ingredients and scientific rigor reminded me of the importance of creating personalized experiences. Just as Miracle Me tailors wellness solutions to seamlessly fit into daily life, I believe in designing experiences that cater to individual needs and preferences, ensuring authenticity and impact.

  • Tanya Malik of The Biohackers Co. is at the forefront of holistic wellness and personalized nutrition. This resonated with me as well, as I believe that well-being is crucial for everyone, especially those in creative fields. We need to prioritize mental and physical health to foster creativity and innovation.

These conversations reinforced my belief that even small interventions can lead to significant progress in furthering the cause of gender equity.

Men as Champions for Women

It was also incredibly heartening to meet men who are actively championing women in their entrepreneurial journeys. Arjun Basu, an investor and advocate for women in technology; and Ronak Kumar Samantray, who is building a cool space-tech startup, were all present at Together 2024, demonstrating their commitment to gender equality and inclusivity. Their presence served as a powerful reminder that the journey towards gender equity is a collective one, and it’s crucial to have men actively participating in this movement.

Podcast Opportunity: Beyond Cricket

My experience of democratizing grassroots sports with MyySports, has solidified my belief in the power of sports to drive positive change. So, when I was invited to participate in a podcast discussion titled “Moneyball: 1.3 Billion Strong – Does Sports Matter in India Beyond Cricket?” alongside Arvind Sivdas, Co-founder of Yuva Kabaddi, and hosted by Kruti Raiyani of She Capital, I was thrilled to share my perspective. We explored how sports beyond cricket can shape India’s future, and the impact of fostering a sports culture across all strata of society. I shared my perspective on the growing convergence of sports and esports, the importance of overcoming challenges like cyberbullying to create a more inclusive environment for women in esports, and how we can inspire the next generation of athletes.

Closing Reflections: Bhumi Pednekar’s Message of Change

The closing keynote by Bhumi Pednekar struck a particularly personal chord. As Bhumi shared her journey and her bold choices in the film industry, I couldn’t help but think of the Banega Swachh India campaign I led with Dettol during my time at NDTV. Bhumi’s film Toilet: Ek Prem Katha was a catalyst for change in the sanitation movement in India, and it mirrored the efforts we made in building a cleaner, more hygienic India. It was a powerful reminder of how media, film, and campaigns can create real, tangible impact and drive social change.

Final Thoughts

Leaving Together 2024, I am re-energized by the conversations, the inspiring individuals I met, and the incredible sense of community we built.

At Second Quest, we are driven by the values of building strong communities, fostering creativity, and pushing boundaries. This event reaffirmed my belief in those guiding principles, and I am more committed than ever to creating immersive, player-driven experiences that resonate with a global audience.

Together, we can shape the future - one connection, one story, and one game at a time.

Thanks for reading Second Quest: Updates from the Yard! Subscribe for free to receive new posts and support my work.

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