The game takes its title from your chances of survival, so don't expect to come out of Probability 0 in one piece. This shadowy platformer is set in one endlessly scrolling screen filled with spiky things and enemies. Kill them to level up and earn new abilities; die and you'll have to start all over again. Thankfully, that shouldn't be as painful as it sounds. Like Spelunky, the game's layout is procedurally generated, the pit and its contents changing each time you descend into the abyss.
On May 17, 2009, 04:24:07 AM, Markus Persson posted an alpha version of Minecraft to the Feedback forum on TIGSource.com. The image above was the screenshot, and there was a link to launch the in-browser Java applet. "The main inspiration for this game is Infiniminer, but it's going to move in a more Dwarf Fortress way, gameplay wise. =)".
You'll often find articles that tell the "oral history" of something, with direct quotes from those involved telling the story of a band's success, or a TV show's creation. With Minecraft, to begin with, there was just Notch and the internet. Instead of an oral history, you have a messageboard history, as the game was rapidly updated and players commented.
When Notch posted that first Minecraft link, the game was only at version 0.0.11a. It took 7 minutes and 57 seconds for someone to post the first response: "Their animations pretty crazy," said forum user Schtee. Over the next 24 hours, 4 pages of comments were posted. Looking through the full thread, it's remarkable how quickly the game seemed to capture player's imaginations.
We've quoted some of these comments below to try to tell the story of those first few moments with the game, including the first screenshot shared by a player, where the Minecraft name came from, and two game modes that were planned but never made the cut.
Back in September 2010, TIGSource's founder Jordan Magnuson set off on an audacious project - travelling around South-East Asia, making indie games about his experiences along the way.
He called the project GameTrekking, and funded it with more than £3,000 of donations solicited from the web. Contributors to the fund get email updates from Magnuson and beta access to games in development, and those who contribute more get postcards from the road, links on his website, and even a credit in the games themselves, which are free, open-source and cross-platform.
PC Gamer spoke to Magnuson about doodling, genocide, and his experiences on the road.