

To be able to do this, Bot got a set of navigational and behavior markers, telling him what to do on specific spots, like pick up a hexahedron or connect a red emitter with a red source. His purpose was to play through each new game build and solve all puzzles, reporting ones that couldn’t be solved (due to errors in mechanics, obstacles etc.). And what better way to test a game about sentient AI than with AI? Thus – The Bot was born.

We just couldn’t afford manpower for that purpose, since The Talos Principle was shaping out to be very, very long, so we had to think of something completely different. At a certain point during the development process, we realized that we need to test gameplay on daily basis, as minor design changes could break carefully planned puzzle concepts very easily.
