Panic

Panic Blog

From the desk of Cabel
Portland, Oregon 97205

Firewatch. February 9th, 2016.



Our beautiful, gripping first-person adventure game set in the Wyoming wilderness is almost here.

Firewatch is coming to Mac, Windows, Linux, and PlayStation 4… at the same time. February 9th 2016.

Here’s the official game website, and here’s Campo’s awesome dev blog.

Our friends at Campo Santo are still polishing, optimizing, writing, and developing the very last bits of the game, working hard to make it amazing, and we can’t wait to put it out there. We’ll keep you posted, of course, and remind you when it’s getting close.

I can’t wait.

This is something special.

Posted at 9:29 am 10 Comments

From the desk of Cabel
Portland, Oregon 97205

Panic + OS X El Capitan

OS X 10.11 El Capitan
Now that OS X El Capitan (10.11) has shipped, just a quick note on Panic Compatibility!

Coda 2.5Coda 2

With the release of Coda 2.5.12, Coda 2 works great with OS X El Capitan.

If you’re not yet running Coda 2.5.12, click here to auto-update.

(Check the Coda 2.5.12 release notes if you’re curious about the handful of El Cap bugs we found and fixed.)

Transmit 4.4Transmit 4

Transmit 4.4.8 already works great with OS X El Capitan – no update required.

But, Transmit Disk feature is not yet compatible now compatible with OS X El Capitan.

UPDATE 10/16 — We’ve now posted Transmit Disk 4.4.9, which should work with El Capitan. For now, you can download it on this Panic Library page and install it separately. We’ll integrate it into Transmit soon.

 

Panic Reference LibraryHave you seen the Panic Library?

Most of this update is basically copied from our Panic Library — which we work hard to keep up to date with helpful articles about our software. If you’re ever stumped, please check it out!

Posted at 12:03 pm 15 Comments

Status Board 2 is Here Also

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There’s a funny thing I’ve noticed in the Panic office: our beautiful status board is second only to our weird-snack wall as the office conversation spot. We often gather in front of our status board to discuss funny tweets, or look at our sales charts and figure out what’s next. It’s a center point. And you should have one too — for your home, your office, your business, anywhere.

We built Status Board so that everyone can make an incredible status board.

And now, Status Board has hit version 2.0, free update to our powerful iPad app that makes beautiful status board creation as easy as dragging, dropping, and configuring.

We started with multiple board support: now you can set up an infinite number of status boards, and automatically rotate between them. It’s great. There’s also a brand-new UI, built from scratch. There’s some new panel types. There’s publish and subscribe, so you can create a beautiful board for your organization and automatically update everyone’s boards remotely.

There’s also an interesting pricing change: the app is FREE. Yes, you can try Status Board without paying a cent, including six panel types. If you like Status Board, and you want to do more, six more panel types are only $9.99 in our “expansion pack”.

If you bought Status Board 1, don’t worry: we’ll automatically unlock all twelve panels for you. It’s our thanks for your continued support.

You can read all about Status Board 2 here — or,  just go ahead and get it on the App Store.

Like Coda for iOS, it took us a little while to get this out the door, but we think it’s worth it. It’s packed with new stuff.

When you set up your cool status board, please tweet us a photo!

Posted at 1:30 pm 14 Comments

Coda 2 for iOS is Here

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Diet Coda just got an update so big, we didn’t feel comfortable calling it “Diet” anymore. (Ho-ho.)

Introducing Coda for iOS (formerly Diet Coda) version 2.0, a massive, free update to our incredible, desktop-class text editor. It gives you an incredible amount of power tucked into your iPad or, now… also your iPhone.

iPhone support is not the only new thing. There’s a brand-new UI redone from scratch. Full Panic Sync support. More syntax modes. Better file management including our dual-pane file browser. The latest SSH engine from Prompt. Javascript Playgrounds. More nice touches around every corner.

And, once again, this is a free update for Diet Coda owners. (You may already have it.)

For everyone else, we just reduced the price: $9.99. To be honest, that feels nuts for the amount of work put into the app. But a bargain is a bargain! (You should grab it now before we change our minds.)

Read all about Coda for iOS here. (Or, if you want, just grab it on the App Store!)

Thank you for your patience while we worked on this enormous overhaul. We truly hope you enjoy it. Tell us what you make with it! And if you find any bugs or have ideas, send us an e-mail!

Posted at 12:34 pm 12 Comments

From the desk of Cabel
Portland, Oregon 97205

Firewatch. Mac, PC, and now, PlayStation 4.

firewatch-ps4

Have you heard of our upcoming game, Firewatch? (It’s a first-person mystery/drama/adventure set in the Wyoming wilderness. You’re Henry. You just got a job in a Firewatch tower. You make contact with another watcher who only exists on the other end of a handheld radio. And then… things happen.)

Being developed by a talented bunch of smarties at Campo Santo, we’re immensely excited to be publishing what’s shaping up to be something special.

We’ve already announced that Firewatch will be coming first to the Mac and PC. (And at WWDC we announced that the Mac version will support Metal for ultimate performance and fidelity! We’re really excited about this.)

But we just announced the other half of the equation…

Firewatch will also be coming to your PlayStation 4.

And there’s more:

Here’s the brand new trailer we just unveiled at Sony’s E3 Keynote:

And here are some fresh in-game screenshots of Firewatch:

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We haven’t announced a release date yet — or the release date for the PlayStation 4 version — but keep an eye on our Twitter and we’ll let you know the moment we know.

We can’t wait to take you to this place!

UPDATE 6/16: Some further reading. Jake discusses how we put together the trailer for Sony’s crazy huge screen. And over on Sony’s PlayStation Blog, Chris talks about how we landed on PlayStation 4.

Posted at 6:40 pm 13 Comments