Preorder ON: Volume Two now

Create your ultimate celebration of gaming - ON is a premium games journal with outstanding writers, fantastic design and luxurious print quality.

“Joyous celebration of print media”

Tony Mott, Edge

"Drips class yet feels weighty and authoritative”

Damien McFerran, Time Extension

"Luxurious and engrossing, a visual and cerebral treat"

Tom Phillips, Eurogamer

ON: Choose your edition

ON is a premium, independent journal dedicated to videogaming’s past, present, and future. With a focus on bold design, long-form storytelling, and editorial freedom, ON delivers a luxurious, collectable print experience unlike any other.

Exceptional design and print quality - savour every detail

Experience games journalism at its finest

Building on the success of the first volume, ON: Volume Two will once again feature long-form, in-depth contributions from some of the most respected voices in games journalism. Each writer is given complete creative freedom to explore their dream feature, free from commercial constraints, resulting in a publication that is as intellectually rich as it is visually stunning.

Own a luxurious part of gaming history

ON is a luxury piece of physical media, printed on high-end paper stock. A product that feels as at home on the coffee table as it does on the bookshelf.

Available to preorder now

Creative Talent & Industry Expertise

Andrew P Hind ON Volume Two

ON: CREATIVE DIRECTOR, EDGE, TUNE & FAIRWEATHER

ON is the brainchild of creative director Andrew P Hind, a veteran print designer renowned for his 20-year career as art editor for Edge, the globally renowned game magazine, and his work at boutique book publisher Tune & Fairweather.

Keith Stuart ON horror games

The Guardian; author, A Boy Made Of Blocks

Keith Stuart looks at the horror games of the 32-bit era of the mid-to-late 1990s in all their weird, disturbing glory. What a time to be a horror fan: Scream was in the cinema and game designers were relishing improved tech specs and real-time 3D visuals allowing for greater immersion and scarier experiences. Keith also examines how this period's rush of creativity continues to inspire designers today, taking in games like Crow Country, Forbidden Solitaire, and Fear the Spotlight, and talking to designers like Thomas Grip, Dan Pinchbeck and Sam Barlow.

Yussef Cole ON Stalker

Unwinnable

The STALKER series transports players to the irradiated wastelands of Chernobyl, while drawing on literary and cinematic influences that go back to the Strugatskys' novel Roadside Picnic, first published in 1972. Yussef Cole examines the series' complex lineage and its vital relevance in the present day, while charting the fault lines of the games' unusual divided soul, asking existential questions while also providing a near-endless supply of monsters to shoot.

Chris Tapsell ON the Pokémon that got away

Eurogamer

A fan since childhood, Chris Tapsell explores the myths and mysteries that give Pokémon its magic. In a quest to solve one of the series' most enduring mysteries surrounding the enigmatic Mew, Chris speaks to a Pokémon archaeologist and the founder of a kind of videogame book club for the close-reading of games. What he uncovers is a vital trace of the series' true spirit and fresh insight into its origins.

Caelyn Ellis ON the Playstation’s 30th anniversary

Polygon, Rock Paper Shotgun, Eurogamer

In honour of the PS1's thirtieth birthday, Caelyn Ellis looks back at Sony's first console from a distinctly personal perspective, traveling back to her memories of the mid-1990s and a machine that pulled her away from computers and into the orbit of consoles. In the history books, Sony's classic grey box is known as the console that changed everything, but what did it feel like to yearn for a PS1 and then bring it home and plug it in?

Keza MacDonald ON music games

The Guardian; author, You Died

For the second issue of ON, Keza MacDonald explores the soaring, looping, endlessly kinetic world of music games. These are the games that feel like they are music, ranging from Beatmania and Guitar Hero to Elektroplankton, jubeat and Rez. By examining these beloved classics - and by exploring memories of the Japanese arcade scene that birthed many of them - Keza asks, what is it that makes music and videogames such natural partners, and what happens when game designers immerse themselves in sound?

Jeremy Peel ON the history of videogames via Wolfenstein

Edge, PCGamesN

Few series have been reinvented as many times as Wolfenstein. More than once, it’s led the industry. And when it hasn’t, it’s acted as a mirror - reflecting the damaging design and production trends of triple-A. Going all the way back to 1981 and Escape from Castle Wolfenstein, Jeremy Peel tells the story of a truly classic series that was always ahead of the curve and explores how it's helped to shape the wider world of games, one new idea at a time.

Christian Donlan ON paths

Eurogamer; author, The Unmapped Mind

Inspired by a trip to a museum, Chris Donlan ponders the act of path-finding in videogames. How does the simple process of putting one foot in front of another change the experience of exploring a game world, and what can the right path do to make an old game feel new again?