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Friday, 27 May 2016

Retro-Futuristic RPG InSomnia Funds!

Samara, Russia - May 26, 2016 - Studio MONO's Retro-Futuristic RPG InSomnia has funded on Kickstarter. In addition, the campaign has also achieved four further stretch goals already thanks to the Unreal Developer Grant, .

"From the moment we revealed our intention of revisiting Kickstarter, our incredible community came out in force. We're humbled that so many of them have come back and help fund the last stages of development for InSomnia," saidAnatoliy Guyduk, lead developer at Studio MONO. "We are now in the twilight hours of our campaign and really excited to see what additional goals we can achieve together! If you've not already pledged, there's still time and there's some incredible rewards."

InSomnia is dystopian vision, set in a murky, retro-futuristic style. The game takes place on a colossal, semi-deserted interplanetary space station. Having left their dying planet behind, this space metropolis, along with its inhabitants, has been moving towards the distant, ghost-like Evacuation Point for the past 400 years, where the descendants of the once great people hope to start over the history of mankind.

About Studio Mono
Studio MONO was founded in Samara, Russia in 2011 by Anatoliy Guyduk. With a core development team, they’re joined by freelance individuals from all over the world – including Malaysia, the U.S., Russia, the Netherlands and Ukraine – Studio MONO is a talented group of professionals who have been active in the world of game design for many years.

Rising World (Early Access) Receives Major Update

Early Access fans of Rising World were pleased to discover that the promised 0.7 update was issued yesterday, Wednesday 25 May. The 0.7 Update, introduces water to the game for the first time, including a brand new biome - Oceans.

"This is a significant update that delivers multiple features that the Early Access community have been asking for for months'. commented Darry Still, CEO Kiss Ltd.

The Early Access version 0.7 update includes...
  • Key New Feature - Water (lakes etc)
  • Key New Biome: Oceans
  • Drink fresh water to quench thirst
  • New trees & plants, plus greatly increased growth time for plants and saplings
  • Falling leaves when cutting a tree or plant
  • Additional decorations
  • Various new sound effects
  • Multiple 'under the bonnet' updates that deliver huge improvements you will never notice including fixes and gameplay balances / enhancements
The developer, Germany based JIW Games have also issued 4 new screen shots highlighting the new water effects.

Originally launched on Steam's Early Access programme in December 2014.Rising World has received multiple updates and with them great acclaim.

Starting with the most basic of tools, collect resources to survive in the wildness. Evolve your world to create one of the biggest cities of all time or a gigantic castle, or simply let your imagination run riot! If being creative is all too much, just connect with your friends and get them to help. Anything is possible!

Rising World is an Early Access title, available to purchase on Steam and all other leading retailers of digitally downloaded PC games. More information aboutRising World can be found here:

Loot Rascals Takes Off for PlayStation 4, PC in Q1 2017

LONDON - May 25, 2016 - Loot Rascals, a roguelike strategy experience with collectible card game elements and a retro sci-fi aesthetic, launches on PlayStation 4 and PC in Q1 2017. Developed by Hollow Ponds, a veteran team comprised of many of the same individuals who worked on Hohokum and an Adventure Time animator, Loot Rascals will be available to demo in the PlayStation booth at E3.

The objective of Loot Rascals is to escape from a distant hostile planet, but eccentric aliens, robots and monsters stand in the way. A.I. controlled holograms of other players may also attack, depending upon in-game decisions.
Loot Rascals has permadeath - when a player dies they lose all equipment, represented by cards. However, when an enemy kills a player, the fiend loots a single card. When another player defeats that same enemy, they win the card, and are given the altruistic option to return it to its former owner or keep the card for themselves. If they choose to return it, a hologram of the card's previous owner will join the game, and help the giving player for a period. However, if they kept the card, that hologram will attempt to hunt down the new owner and kill them.
Cards provide special abilities, buffs or alter the three core stats: life, attack and defense. A limited inventory for cards makes Min-Maxing a character essential for success. Unwanted cards can be converted into tokens, the in-game currency, which can be spent replenishing health or using special abilities.
To overcome each procedurally-generated level, divided into hexagonal tiles, players explore to find each stage's exit. Movement from one tile to the next takes a single turn, for which enemies also make a move. When the player and an adversary meet on a tile, a turn-based battle ensues.
Loot Rascals' humor is brought to life in a vivid animation style reminiscent of classic cartoons like He-Man and The Jetsons.
"Loot Rascals combines the deep strategy of a roguelike with deck-building card game mechanics to create something wholly original and incredibly entertaining," says Ricky Haggett, Founder and Lead Designer, Hollow Ponds.
For more information about Loot Rascals, please visit

Chime Sharp Strikes a Chord on Steam This June

London, United Kingdom - May 25, 2016 -  Digital game publisher Chilled Mouse announced today that Chime Sharp, the sequel to the critically acclaimed music puzzler Chime from Zoë Mode, is coming to Steam for Windows, Mac and Linux this June. With game design created by Ste Curran, the Creative Director of the original ChimeChime Sharp brings brand new melodies, modes and visuals in this sharpened version of the popular music puzzler.  
“For Chime fans new and old, we are thrilled to announce that Chime Sharp will soon be stepping out from Steam Early Access to full commercial launch with the complete soundtrack,” said Ian Baverstock, CEO of Chilled Mouse. “Keeping the essence of the original, Chime Sharp brings fresh soundtracks, new modes, more levels and an altogether improved aesthetic designed to appeal to modern players”.
“I’m so excited to have a modern version of Chime out there. It’s always been a special project, and I think Chime Sharp is the best version of Chime ever — it looks beautiful, it sounds fantastic and there are plenty of gameplay improvements for players to discover, too,” said Ste Curran, Designer of Chime Sharp. “We’ve also worked with some incredible artists — I’m so proud of the soundtrack, it’s beautiful, powerful and brings some new types of music to Chime— and the addition of UGC means this is a game that will grow and grow.”
Described as a crossover between a music sequencer and Tetris, Chime Sharptasks players to place various shapes together in a race against the clock, while the passing beatline reads the blocks as notes, remixing melodies from various pop songs. The goal is to cover the whole playing grid by completing quads of 3x3 or more and generate points while enjoying melodic works by musicians from around the world. With a brand new song list, fifteen unique levels and experimental modes, the beloved Chime is finally back and ready to shine in its complete makeover.
About Chilled Mouse
Chilled Mouse is dedicated to bringing great games to players everywhere. Working with great developers to promote them and their games; Chilled Mouse lets them focus on the creative process whilst not claiming any of their deserved glory and fairly sharing the rewards with them. For more information visit the official website
About Zoë Mode
Based in Brighton, Zoë Mode has been making console video games for over 11 years with a strong emphasis on innovative gameplay, accessibility and mass market appeal. Zoë Mode’s passion and knowledge in creating original and exhilarating experiences started with four titles in the multimillion selling Eyetoy: Play franchise for SCEE, the award winning Crush for SEGA, the critically acclaimed XBLA title Chime, as well as more recently Haunt and Powerstar Golf for Microsoft. In addition to working on Powerstar Golf in 2014, Zoë Mode developed The Voice for Activision and have been developing our first war based strategy game for Ubisoft based on the Hasbro Risk franchise.
About Ste Curran
A freelance game designer, speaker, writer and consultant from London, England, Ste works with developers and publishers to make games better by focusing on finding the heart of projects, unifying teams and understanding audiences. Ste lectures at conferences, colleges and universities across the world about game design, history, narrative and emotion, as well as making his own games.