Tanya X. Short, the designer of Boyfriend Dungeon and the upcoming Streets of Fortuna, talks TR-49 and surviving the pandemic with Tabletop Simulator.

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Welcome to Disk Cleanup, our regular weekend column delving into the PCs of PC gaming luminaries. Come back every weekend to read a new interview, digging into the important questions, like "how tidy is your desktop?" and "what game will you never uninstall?"

Tanya X. Short, CEO of Kitfox games, cannot recall the name of the first PC game she ever played. But she certainly remembers the experience of playing it. "It was a step crawler where I'd sit on my dad's lap. I must have been five or six," she says. "The thing I remember most is the sounds of the skeletons were so terrifying that I had to run and hide behind the couch."

Growing up playing games like Side Meier's Civilization and The Seven Cities of Gold, eventually Short joined the games industry as a narrative designer at Funcom. In 2013 she cofounded Kitfox Games, developing games like Moon Hunters, Boyfriend Dungeon, and the upcoming open-city "megasim" Streets of Fortuna. "It's one of those games you could spend your whole life building, and it'll never be completely complete. It's just an infinite box of fun to develop," she says.

Kitfox is also the publisher of Caves of Qud and Dwarf Fortress, which this year celebrates its 20th anniversary. "We're gonna be celebrating," Short says. "All year we're gonna be reminding people that Dwarf Fortress has been playable for 20 years. Kind of blows my mind."

Short briefly stopped the bearded party bus to guide me through the subterranean warren of her games library, which took us from the primordial soup of strategy gaming to the cutting edge of interactive fiction.

A developer and publisher, Tanya X. Short co-founded Kitfox Games in 2013, following a stint at Funcom as a narrative designer. Along with internally-developed games like Boyfriend Dungeon, Kitfox published the modern form of Dwarf Fortress, bringing it to Steam after almost two decades in development.

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I just finished TR-49. It feels like a fresh take on the database game, where you're exposed to characters but they're secondary to the gameplay itself, which is just trawling a database. It feels very post Sam Barlow as a design, but it also feels very distinctly Inkle. There's a playfulness to it and a high concept to it that's ...Read more: Full article on www.pcgamer.com

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