Posted March 10, 2025 by Clickteam
##MadeWithFusion ##indiegame ##indiedev
Wishlist now: https://store.steampowered.com/app/2736270/Primage/
Aritcle on Patreon: https://www.patreon.com/posts/madewithfusion-124066635
Fight for Survival in the Stone Age
Primage takes you back to the Stone Age, where as a settler, you face wild and unexplored nature. In this survival game, every day brings a new challenge: from building a village, hunting prehistoric animals, to competing with other tribes for resources and territory
Gameplay Full Of Challenges
Game Features
Interview
Fadzior was willing to answer a few of our interview questions, Read on to learn more about his development of Primage!
I’ve been working on Primage for 3 years. The game has been rebuilt from scratch three times because, with each day, I learned more about Fusion and realized I could do things much better. Every version was a step forward—rather than sticking to weaker foundations, I chose to tear them down and improve them. Despite these restarts, I never abandoned the project. For me, it’s more than just a game—it’s a challenge I’m determined to see through to the end.
My journey with Clickteam started with The Games Factory 2, where I created my first prototype. Later, I moved on to Multimedia Fusion 2, experimenting with various projects and gradually honing my skills. In 2020, I decided I wanted to build a full-fledged game, and from that point on, Clickteam Fusion 2.5 became my primary tool.
Primage was inspired by several games—the world of Far Cry Primal, the RTS mechanics of This Land Is My Land, and the random event system similar to RimWorld. Initially, I planned to make an RTS, but over time I added survival elements, then RPG features. Soon after, the idea of multiplayer emerged, turning the project into a massive undertaking. I fell into the trap of feature creep, but after thousands of hours of work, I managed to implement nearly everything I’d envisioned. Nearly—because I’m still planning to expand the game with new features and improvements.
The biggest challenge was learning the tool itself—figuring out how to implement mechanics effectively and efficiently. Every new system required experimentation, testing different approaches, and optimization. I often had to rework code because I’d discover better ways to achieve certain functions. On top of that, balancing gameplay and ensuring smooth performance, especially with a procedural world of this scale, was a constant hurdle.
Fusion significantly sped up development by letting me focus on creating mechanics rather than wrestling with code. Its visual event system allowed me to quickly test and implement new features without writing complex scripts. But Fusion has been more than just a game-making tool for me—while working on Primage, I’ve learned advanced algorithms, performance optimization, and better ways to design game systems.
The game is currently in the playtesting phase, and if everything goes according to plan, it should launch in Early Access within the next 3 weeks. I want to give players a chance to jump in early, gather feedback, and continue developing the game based on their input.
The most important thing is to start and not give up after the first setbacks. Every project, even if it doesn’t get finished, is a valuable lesson. Don’t be afraid to experiment, rethink your approach, and search for better solutions. Above all, make games you’d want to play yourself.
Wishlist now: https://store.steampowered.com/app/2736270/Primage/
Developed and Published by: Fadzior