All Available Episode

All Season 1 Episode

1. The Color of the Sky in Your World

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On the ten-year anniversary of Psychonauts, Double Fine veterans reflect back on the turbulent production. Tim decides it might be time to return to the Psychonauts universe...

2. Not in the Cards

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The studio kicks off development of the Psychonauts VR game that will bridge the gap between the original Psychonauts and its sequel.

3. Awesome Toybox

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Rhombus of Ruin gets a pair of new project leads. Tim invites his most trusted artists to the studio to help brainstorm for Psychonauts 2.

4. Bringing Back Psychonauts

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The studio prepares to announce Psychonauts 2 on a new funding platform, creating both fresh opportunities and complications.

5. You’re Public Now

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Psychonauts 2’s funding campaign is in full effect, but Double Fine finds itself confronting criticisms of previous projects in order to move forward.

6. Creative Promises

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Tim and new lead designer Zak lock themselves in a conference room for months, attempting to define the gameplay and story of Psychonauts 2.

7. We’ll Know Where It Is

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It's a surprising day at the studio as a beloved team member shares personal news.

8. A Couple Years of a Lot of Work

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The Psychonauts 2 team staffs up with both veteran team members and new hires, while attempting to create a prototype of the game experience.

9. One Shot

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Double Fine hires a rookie designer and longtime studio fan to kick off development of a new game level.

10. Bittersweet Gravity

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James finds his footing with the team and Psychonauts 2's first mental landscape takes shape.

11. Not Doing the Typical

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Despite the previous breakthrough, the team struggles to impress Tim, who pushes for even stronger concepts. Meanwhile, Amnesia Fortnight draws near.

12. Amnesia Fortnight

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It's time for Amnesia Fortnight, a two-week game jam meant to invigorate the studio.

13. I Made a Game

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Leaders and team members reflect on the highs and lows of the most recent Amnesia Fortnight.

14. Surface Tension

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Frustration from Amnesia Fortnight carries back over into Psychonauts 2 as the team struggles to see eye to eye on the execution of the newest level concept.

15. Hard to Get Old

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Tim celebrates his 50th birthday while publisher Starbreeze puts pressure on the team with an impending visit.

16. Written into a Corner

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A new art director is hired to help smooth out the relationship between the art and design teams.

17. The Heart of Double Fine

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Tim's reception of a major award is made bittersweet by the departure of a founding Double Finer.

18. What Good Looks Like

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Following a major departure from the studio, the team is forced to examine their own processes or risk losing more vital team members.

19. I Want More of That

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A wave of new hires changes the team dynamics at Double Fine and generates fresh ideas for Psychonauts 2.

20. Brainstormed Out

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Asif is given the task of adapting his Amnesia Fortnight project into a full-fledged Psychonauts level.

21. Much More Drastic Things

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With time and money running out, Zak struggles to find the path forward.

22. Quite an Adventure

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The team is shattered and reformed just as they face an uphill battle with delivering their first playable demo for the public.

23. Always be Closing

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Tim struggles to balance his new role as project leader amongst a team of strong personalities.

24. Best Teeth

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The team wraps up their playable demo and has a blast showing the game off to the public for the first time.

25. A Different Beast

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Tim steps up his involvement after some high profile exits from the studio, bringing major changes to the project.

26. The Amnesia Fortnight Movie

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Amnesia Fortnight returns, calming tensions within the studio as everyone takes a much-needed break from Psychonauts.

27. Villians of Crunch Mode

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Issues with the expanding schedule come to a head as the studio attempts to reconcile with its past participation in crunch culture.

28. You Have a Resume?

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Fallout from the scheduling conflict results in more exits from the studio, but others continue to rise and fill leadership roles.

29. It’s Looking Grim

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As pressure mounts to complete the game, a worldwide pandemic suddenly changes everything.

30. Time Away

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The team adjusts to working from home during the pandemic, pushing the release date out even further.

31. Making the Best of It

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Intense political happenings, raging wildfires and general unrest cast a dark shadow over the studio as they struggle to finish Psychonauts 2.

32. The Journey They’ve Been On

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The team pushes closer to Psychonauts 2’s release, fighting to remain true to Double Fine’s values.

33. We Wrote It Down

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Double Fine reflects on the launch of Psychonauts 2 and the PsychOdyssey documentary series while looking to the future and a return to smaller projects.