Wednesday, 29 June 2016

GameGuru Education Pack released today

The special pack, specifically developed for the Education market, includes GameGuru + all DLCS + an expansion DLC, plus a Guide introducing the educational product and content. 

Two large 3GB installers will install the core GameGuru software, which comes with a collection of 3D game assets totalling over 10GB. It’s all uncompressed so that students can create a variety of games spanning multiple styles, across many time periods, including ancient Rome, medieval and modern day villages, post-apocalyptic ruins, the Viking era, the wild-west, World War 2, and even science fiction worlds of the future.

Lee Bamber, CEO and Chief Developer at The Game Creators said, “Educational establishments considering which engine to use should give serious consideration to this specialist education pack. Whilst products like Unity and Unreal are free, they arrive with almost no game assets, requiring the schools, colleges and universities to purchase additional graphics and sound for their class. The GameGuru Education Pack includes everything a teacher/lecturer could need with a discounted pricing structure to match the size of class being taught.”

Further information is available at

Tuesday, 28 June 2016

Kinguin Indie Valley to change industry standards for selling indie games

Aimed at indie developers and publishers, this program was set up to help them sell their titles to their fans. originally created this initiative in the beginning of this year to work within the community and play a part in its success. Today, Kinguin Indie Valley finishes its testing period to fully spread its wings over all developers who wish to join it.

“It is great that companies like Kinguin are open to helping game creators the way they do. Getting additional support is always nice, and the kind provided by Kinguin is really helpful not only for us, but for anybody who decides to work with them.” - said Vladimir Piskunov, CEO of Bitbox who created Life is Feudal.

Developers and publishers are continuously joining Kinguin, and are provided with the opportunity to increase their revenue through Kinguin’s resources. Some of the numerous services provided by Kinguin to game creators include 24/7 customer support in multiple languages as well as help in terms of fraud chargebacks rate - as a market leader Kinguin can help reduce it to as low as 0,2%. The platform also provides effective payment gateways within all key markets, whether it's on mobile or desktop, with 120 online payment methods being available. Finally, the company runs on a robust ecommerce engine supported by an advanced infrastructure able to handle all sorts of traffic.

“Kinguin always believed that gamers deserve only the best.” Said Piotr Gnyp, Kinguin’s Head of Developers Program “However, we mustn’t forget about game creators, for whom our Kinguin Indie Valley was created. You cannot take care of customers without taking care of developers as well. Making sure that developers are properly appreciated will definitely translate to satisfied gamers.”

"We are very happy about our partnership with It's hard to find reliable business partner these days."- said a representative of Destructive Creations - the development team behind the game Hatred who sell their game on Kinguin directly.

If you want to join the initiative and become one of the game creators who already work with Kinguin, contact Piotr Gnyp at

About Kinguin is a global marketplace for buying digital products. Safe shopping, a variety of genres, in-game items and very competitive prices make it one of the most popular platforms across the Internet. With tens of thousands of products in offer including AAA titles, indie games and in-game items like CS:GO and Dota 2 skins, Kinguin is well known within the eSports community for creating its own tournaments and leagues.

Be sure to always stay up to date with Kinguin news. Check out their social media:, @KinguinNet on Twitter and @KinguinOfficial on Instagram!

Contact information:
Piotr Gnyp

mob. +48 608 207 027

Star Sky 2 - Out now on Wii U

Star Sky 2 is a sequel to the atmospheric, meditative experience of Star Sky. Walk through the landscapes, interact with the environment and learn based of the choices you make. Explore the different roads presented and enjoy the sound and sights of the world.

You explore the world around you, the magic that surrounds it. Learn the ways of the nature around you, and uncover the different courses life can take.

Star Sky 2 continues the story set by the previous one, with a similar style of gameplay. There are more choices and most importantly, more consequences. Learn from the choices you make, and see the different paths a life can take, and the scenarios that unfold. The game is a slow experience, that does require some patience, but it is meant as a way to get lost in you thoughts, to feel the game as you are playing, and most importantly, to simply relax.

Official website, including video, screen, links:

Saturday, 25 June 2016

imprint-X - Kickstarter campaign

A causal puzzle game, set on an Asteroid Base. Hack into people's brains and destroy the robotic virus that enslaves their minds!

Check out the Kickstarter Page.

Being developed for PC, Mac, Linux, iOS and Android.

Friday, 24 June 2016

Let your imagination set sail with THE LAST LEVIATHAN, out now on Steam!

London, 23rd June 2016 – Nottingham, UK-based Super Punk Games announce today the Steam Early Access release of The Last Leviathan, a physics-based, ship building and destruction game in which the limits are only set by your own imagination!
The Last Leviathan is the first fully in-house created title by Super Punk Games, who already have a proven track record thanks to their collaborative work with the likes of Activision, Hasbro and Dovetail across a multitude of engines and platforms. The Last Leviathan passed the Steam Greenlight process with honours, with a 5-star rating and in the top 2% of all Greenlights.
In the game you’ll construct battle ships to crush your adversaries and massacre the monsters you encounter around the ancient seas of Middenhir. On your voyage to uncover where The Last Leviathan lies you will discover a world full of rival ships, mythical monsters, wrecked flotsam, physics-puzzles and hidden treasures. With blocks bought, found or plundered, you’ll craft boats capable of conquering pirates, out manoeuvring racing ships, disintegrating towers high on the coastal hills and solving mysteries.
With four modes to choose from (Sandbox, Battle Seas, Versus and Events, with more to come soon) and full Steam Workshop integration allowing your ship designs to be shared and battled with or against, the fun never stops. Leaderboards will track your uploaded ship’s performance in battle against members of the community, and you’ll be able to Mod in many ways from Ship-AI, Cannon-AI, ship block creation and eventually Battle Seas events.
Jump aboard and set sail as The Last Leviathan hits Steam Early Access now!
Download The Last Leviathan via Steam Early Access here:
Release date: Out Now
Platforms: Steam/PC (coming soon to Mac and Linux)
RRP: €8.99 / £6.29 
Developer: Super Punk Games

Thursday, 23 June 2016

"Colour Clash" released

I just released a small puzzle game I made to teach myself AGS scripting, it's a little rough round the edges but for all that it plays quite well.  You just have to avoid having repeated colours in any line (vertical or horizontal), scroll through them with your left mouse button.  That's it!

Shame I couldn't develop this more but I need to spend the time on other projects.  Hope it brings a 
bit of enjoyment to puzzle fans!

The Wardrobe: A pop culture adventure game for PC/Mac/Linux

The Wardrobe is a 2D point & click game inspired by the great 90s classics such as 'Monkey Island', 'Day of the Tentacle', 'Tony Tough' and 'Sam & Max: Hit the Road'. The game has a strong sense of humor, but isn't shy about dealing with mature and non-politically correct themes.

Waiting feedbacks on the Greenlight page, the game will be available on Steam and other major distribution platforms for WindowsMac, and Linux later this year.

You will control the main character, Skinny, from a third-person perspective, moving between locations to solve puzzles found along the way. This happens by interacting with the highlighted elements (hotspots) within the different scenarios. For each hotspot, you can choose from among four types of actions: Look, Pick up, Use, and Talk. All dialogues have multiple choices (and are full of funny answers to try)! Skinny will collect a lot of objects during the adventure, which are kept in his inventory. Stored items can be combined with other objects or used directly on hotspots throughout the various locations to solve riddles and proceed with the game. The Wardrobe has more than 40 hand-illustrated and digitally colored locations, populated with 70+ characters and enriched by dozens of puzzles.

It all happened five years ago, during a picnic arranged by Ronald and his best friend Skinny. Things were going well, until Ronald pulled out two very tiny plums from his basket, one for Skinny and one for him. Not knowing about his deadly allergy to plums, Skinny didn’t think twice about eating it, and immediately went into anaphylactic shock which caused his sudden death. Ronald ran off, terrified. When he woke up, Skinny discovered that he had become a skeleton and been sentenced to live in Ronald’s bedroom wardrobe forever. Since then, Skinny has watched over Ronald constantly, without his knowledge… but now things are going to change! To save his best friend’s soul from eternal damnation, Skinny will be forced to reveal himself and make Ronald admit his 'crime'. Not a simple challenge at all!

Wednesday, 22 June 2016

Yarn - a new way to read and write Text Adventure Games

Information on this new interactive fiction development package by its creator, Ryan Epp:

What is Yarn?
For readers, Yarn is a app for discovering interactive stories. For writers and game developers, Yarn is a set of tools designed to make writing and publishing interactive stories easier.
What makes Yarn stories different?
With Yarn, readers become a part of the story by making choices. Some choices are insignificant while other can open up new sub-plots or lead to alternate endings. Yarn narratives can fork off in new directions or converge at any moment based past choice(s) or at random. Yarn stories are aided by images, animation and other visual elements. Some even feature sound effects and music. 

Some Yarn stories unfold in real time. When there's a gap in the action, the story stops. When things pick back up readers receive a notification.

While most traditional books are written in first or third person, Yarn's features open up new points of view. Some Yarn stories are written in second person, some are told as conversations between characters while others play out as dialogs between the reader and a character.

So are these stories or games?
It really depends on the title. Some have (mostly) linear plots and read like mixed-media novels. Others have puzzles, optional side-quests, character stats and other gameplay elements.
Why build an interactive story platform?
We believe that the phone is the next great medium for storytelling. We believe digital stories can be more than just ebooks; that they shouldn't be bound by the constraints of traditional, print novels.

On a less philosophical level, we believe there's a huge underserved market between books and video games. We think the success of games like "A Dark Room," "Lifeline," and "Depression Quest" prove that interactive fiction can have mass appeal.

There's a virtual library of awesome games built with tools likeTwine spread across the internet. Unfortunately, they're often hard to find and most only play well in desktop browsers. With Yarn, we're aiming to make interactive stories more accessible for readers, while offering a better distribution option to authors and game developers.

Who writes the stories available on Yarn?
All of the titles published on Yarn were developed by independent authors.
Is Yarn free? How will Yarn make money?
The Yarn app is free and always will be. All of our current titles are also free. We plan on eventually letting authors sell their work on Yarn. As for making money ourselves, we have a few ideas but haven't committed to anything. We're not too worried about it yet.
When will Yarn be available?
The Yarn app is coming to iPhones, iPods and iPads on June 23, 2016. Our Android app is scheduled for release in early Fall 2016.
Who's behind this?
Yarn is a product of Poeko, a literary technology company. Poeko and Yarn were both founded by Ryan Epp in January 2016.
Who's Ryan Epp?
Ryan Epp is a former Amazon Engineer who regrets not going to art school. He's responsible for and@SEPTA_SURREAL among other things. Before working at Amazon, he was a lead developer at Red Tettemer O'Connell and Partners where he led projects for brands like Under Armour, FOX Broadcasting, and Planet Fitness. He currently lives in the Philadelphia area with his girlfriend and a siamese cat named Meeko.
Where can I learn more about writing and publishing on Yarn?
Is Yarn an open-source project?
Yes. We're excited about building an open, community driven platform. We'll be releasing all of code related to creating and playing Yarn stories.
Check it out on iTunes (if you try it on 22nd June 2016 and it's not live, try again in a few hours, should go live around midnight on this date.)

Monday, 20 June 2016

About my Patreon campaign.

I've started a Patreon campaign to try to get some help with developing and blogging about indie games.  If I get enough I might be able to consider reducing my work hours to allow more time for gamedev, but truthfully right now every little helps, so if you feel you might light to become a patron and help me out please visit my Patreon page.

Saturday, 18 June 2016

Cricket Captain 2016 Coming To Steam

'Cricket Captain 2016' Coming to Steam Early July 2016

The Number One Cricket management game returns for 2016.

With England having seen off Sri Lanka in the first of the English summer Tests and Pakistan next in town, it is time for cricket fans from around the world to put their cricketing expertise to the test in the most in-depth Cricket Captain ever made.
Developed in association with Chris Rogers, captain of Somerset County Cricket Club, Cricket Captain 2016 has more playable teams and more great features than ever before!
Cricket Captain has been hailed as the best cricket management simulation ever created and Cricket Captain 2016 takes the game to the next level – new teams, a beautiful new interface, updated 3D graphics engine and all the attention to detail that you expect from the series.

Key features for 2016 include:
  • 79 playable domestic teams across 5 domestic leagues, including 12 new teams from the New Zealand and South African domestic cricket leagues
  • Updated One Day International (ODI) and 20 over (T20) World Cup Tournament modes. Play as any international team that played in the last two World Cups including Afghanistan, Hong Kong, Ireland, Netherlands, Oman, Scotland or the UAE. 
  • Day/Night matches
  • New 3D lighting system
  • New user controlled cameras in 3D highlights
  • Improved One Day and T20 match engine combined with improved player form calculation for One Day and T20
  • Updated kits for International teams
  • Sri Lanka and Pakistan historical scenarios
  • New database with improved player ability ratings
  • New and improved interface
  • In-Game Help System
  • New Achievements

Cricket Captain 2016 will be releasing week commencing 4th July on Steam (and all other retailers of digitally downloaded games), Android, iOS and Mac.
Title: Cricket Captain 2016
Players: Single Player
Platform: PC, Android, iOS and Mac
Genre: Sports Sim
Publisher: Kiss Ltd
Developer: Childish Things
Release Date: July 2016

Friday, 17 June 2016

Gameloft helps endangered animals with charity YouTuber event

Dragon Mania Legends® Show Their Paws For Global Charity Event

25,000 will be donated to an animal charity in an event that will involve top YouTube stars from around the globe

Paris, June 16, 2016 - Gameloft, a leading global publisher of digital and social games, announced today a global charity event for their hit game, Dragon Mania Legends®. At the end of the event, €25,000 will be donated to help protect threatened and endangered animals.

From June 16th through June 23rd, seven YouTube superstars and influencers, including CalluxGlitterForever17 and Julienco, will be supporting animal charities represented in the game by seven animal themed dragons added to the Dragon Mania Legends® game in the latest release:
The YouTubers will post a video on their own channels announcing their participation, and will be competing with each other to collect the most Golden Paws pledged to them by the players inside the game. The one with the highest number of Golden Paws will win the event and Gameloft will donate €25,000 to the charity that the winner supported.

“We’re really excited about this event”, says Gonzague De Vallois, Gameloft’s Senior Vice President of Publishing. “Mobile gaming offers great opportunities for activities like this - we can integrate the event into the game and donate money and raise awareness for great causes, while also enhancing the player experience”.

For more information on the Dragon Mania Legends® charity competition, visit . Download Dragon Mania Legends® for iPhone, Android and Windows Phone -

About Gameloft
A leading digital and social game publisher, Gameloft® has established itself as one of the top innovators in its field since 2000. Gameloft creates games for all digital platforms and with an audience of 157 million monthly users offers via Gameloft Advertising Solutions a unique level of visibility and involvement to advertisers. Gameloft operates its own established franchises such as Asphalt®, Order & Chaos, Modern Combat and Dungeon Hunter and also partners with major rights holders including Universal, Illumination Entertainment, Disney®, Marvel®, Hasbro®, Fox Digital Entertainment, Mattel® and Ferrari®. Gameloft distributes its games in over 100 countries and employs 6,000 people worldwide.

Gameloft is listed on NYSE Euronext Paris (NYSE Euronext: GFT.PA, Bloomberg: GFT FP, Reuters: GLFT.PA). Gameloft’s sponsored Level 1 ADR (ticker: GLOFY) is traded OTC in the US.

All trademarks referenced above are owned by their respective trademark owners.

Dead Bug Creek | VR Adventure Game | Announcement Trailer & Kickstarter

Dead Bug Creek is a silly, spooky first-person VR adventure game coming to Playstation VR, Oculus and HTC Vive!
Check out the Kickstarter Page and the trailer below!

MIGHT a Team Arena Brawler now on Steam Greenlight

MIGHT is a team arena brawler with fun and fast-paced combat. 

The entire game will be sold for $4.99, including all current and future classes and arenas.
  • Cursor-based aim and WASD movement rewards skillful play. 
  • Battle in exciting team versus team combat against players around the world. 
  • Full controller support, including local play with up to four players. 
  • Choose from many different classes, each with their own unique playstyle. 
  • A number of upcoming classes and arenas to be added to the game at no cost. 
  • Classes are easy to pick up and play, but take time to master. 
  • Dedicated servers to ensure good connectivity between all players. 
  • Netcode optimized for low ping and instant response to player actions. 
  • Compete in the seasonal rankings or play just for fun. 
  • Fair matchmaking that pits you against players of your own skill level. 
  • Earn unique titles, avatars and in-game cosmetics.

Check out the Steam Greenlight Page.

Wednesday, 15 June 2016

Review - Auralux: Constellations

Auralux: Constellations is the sequel to highly popular ultra-minimalist strategy game Auralux that I reviewed back in2012.  The game revolves around gaining control of and defending planets, which produce units – there is only one type of unit in the game, and battles are decided on a strictly 1:1 basis, so the only want to win any battle is by numerical advantage.  The planets – or at least, some of them – can be upgraded (at a cost in units, of course) or taken over by force. 

The game is split into 13 constellations, each with a number of star systems to play, ranging in difficulty between Easy, Normal, Hard and Insane.  You can play the systems in any order.  Each constellation has a specific feature that influences gameplay and tactics – for instance you can have gamma rays that destroy your planets at intervals, black holes that suck in all enemy units, white holes that produce more of your own, walls that prevent your units from moving, and suchlike.  Despite the apparent simplicity of the game due to only having one type of unit, each constellation set requires a unique strategy, and indeed individual levels within the constellations often require quite different tactics.  I have completed most of the individual levels but only 4 of the 13 constellations in their entirety – there is almost always one level (sometimes more) that just defeats me time and time again. 

The game would be terrific even with just the single-player mode, but the local and online multiplayer games are an absolute blast as well, and there appear to be extra maps that are not available that do not appear in solo mode.  I’ve had problems finding other players at times, but it’s quite early days and I expect this problem to resolve as the player base expands. 

Aesthetically the game is again simple but quite beautiful - well, in some ways less simple than the original.  There’s a kind of mesmeric quality to all of these glowing dots and pulsing planets, and there’s an overwhelming sense of satisfaction as you send a swarm in to take the final planet in to complete a level.  The music is good but in addition the gameplay itself affects the sound, which is a lovely touch.  It doesn’t require high system specs – even my system is quite happy with it in 1600x900 resolution.

I’ve already played this game far too much and expend to regularly visit the online multiplayer.  This fits the description “beautifully simple, simply beautiful” perfectly.  It’s simple enough for newcomers and involving enough for most strategy aficionados (the only people I can see not taking to the game are those who would be disappointed in having individual levels that can be completed in a matter of minutes).   Auralux: Constellations is quite simply an amazing game.  However, some of the levels are downright evil! :-D

Monday, 13 June 2016

Jammin' with Shaun - aerinde/Adventurejam

Written for by Shaun Aitcheson of Cloak and Dagger Games.

For the second year running I've had the pleasure of taking part in AdventureJam, a great game jam initiated by Cassie Benter and Stacy Davidson, where developers have two weeks to make an adventure game from scratch. With no conditions regarding story or theme the developer can literally make anything so long as it lives within the realm of an ‘adventure’ game. At the end of the jam we are then treated to a huge variety of lovely little adventure games to play, which can be voted on to determine overall and category winners. 

My entry last year, Pendek, did pretty well, coming in 6th overall out of 80-odd entries. Creating Pendek was a big challenge and definitely squeezed all my energy and time for the full two weeks, but I was happy with the end result.  Since then, my pal Troels Pleimert and I had been discussing the possibility of swapping photos with each other, which we would then use as the basis to create our own games using the photographs we receive as backgrounds. We initially planned to do this quite some time ago, with a view to creating a jam revolving around the premise of swapping photographs. Troels suggested using our idea for AdventureJam2016, which after my initial reaction of “AHHHH I HAVE NO TIME FOR THIS!”, we ended up doing! On the eve of the jam we swapped photos – I sent Troels some photographs taken at Nunhead cemetery, just around the corner from where I live in London. It’s a huge wooded cemetery and features a ruined church and old gothic gravestones – a lovely point and click location ripe for mystery! Troels sent me a huge set of photos taken in and around his town of Roskilde in Denmark, which also included pictures taken in his local cemetery. A very interesting result of our little experiment was the amount of overlap in our games, in term of locations and themes! 

I ended up using these photos as the basis for my game ‘aerinde’, which is Danish for ‘errand’. I was going to call it ‘Errand’ but remembered there was a little adventure game made a few years back with this title. It’s a short first person point and click revolving around a down and out fellow called G, who lives in Roskilde. He is called upon by an old friend to return a favour… and I can’t say too much else about it! It’s a pretty short game and any real story explanation would spoil any surprises you might get by playing the game. Knowing from Pendek that creating a traditional third-person adventure game would be very demanding in such a short time frame, I chose to go with the first person Myst-style look, which meant that the graphics were and scenes were quick and easy to set up. Troels supplied me with some cool and varied photos which definitely helped a lot too. I came up with the story sitting in a park with my wife (who plays Freya in the game) and the actual programming was done over 4 or 5 nights using Adventure Game Studio. One thing I didn’t like about Pendek was how the protagonist, Yandi, randomly spouts out story exposition along the way of the game, especially at the beginning, to explain the back-story and set things up. I wanted to avoid this for the game jam, and I hope I succeeded! The back-story can be uncovered by reading texts on your phone and other documents. This was inspired by recently playing games like Gone Home – which if you haven’t played, do so as soon as you can! Wow, what a great game that was. I’m reasonably happy with ‘aerinde’, considering the limitations of time and fitting a story around a predetermined set of photos. You can download the game and see more info here. Be warned, there’s adult themes and some bad language along the way. 

I really recommend checking out Troels’ game, ‘Were We Ever?’. It’s a very well written narrative of a couple who arrive at a cemetery, to visit the grave of one of their mothers. The story unfolds in a rather lovely yet shocking and surprising way, and I was truly drawn into the game immediately, it’s easily one of my favourites from the whole jam. Again, I can’t give too much away about the story as I don’t want to spoil anything, but do play it! You can also check out a video Troels made showing footage of his game, aerinde, and another game he was involved with, Stair Quest. Stair Quest is a deliciously masochistic exercise in text parser early-Sierra stair climbing skulduggery, and is a must play!

Mini-Review - "Energy Cycle"

Energy Cycle is a stylishly presented game based on colour-swapping – you know the sort, you click on a row or column and it changes the colour of everything in that row / column, and you have to get everything the same colour.  The aesthetics are nicely done and rather psychedelic, and the interface is fine. 

This is going to be a short review because that’s really all there is to say – there’s absolutely nothing with the game’s production values, it all boils down to whether you like this sort of puzzle.  I don’t, so I didn’t play the game for long, but if you do you’ll find plenty to enjoy.

For those that like this sort of game, Energy Cycle has plenty of options - different play modes (Puzzle, Time Attack, Infinite) and even a level editor.  I almost feel bad that I just don't like this sort of puzzle! :-D

Heliophobia - Narrative First-Person Horror/Mystery

Glass Knuckle Games, creators of Noir Syndrome, Thief Town, and Defragmented! have announced the development of their next game, Heliophobiafor PC, Mac, and Linux.

Heliophobia is a dark first-person horror/mystery presented with a non-linear narrative. While the game follows a distinct story, the order of levels, events, and numerous environmental factors are different for each player. Ultimately, everyone will be able to uncover and interpret the overarching story - and the sinister world surrounding it - in their own way.

Sneak, hide, and run from a slew of horrific monsters across a vast nocturnal city. Explore a wide variety locations while you uncover secrets and piece together fragments of a deep, interwoven story. Navigate sections of a seemingly endless city filled with maze-like streets, claustrophobic tunnels, and dreary establishments. 

Instead of presenting the player with a formula for playing the game, each level will have it's own set of unique challenges to overcome. No two areas will feel exactly the same in gameplay or design. This creates an experience where the player is almost always out of their comfort zone. The constant feeling of unease lends both to the heavy horror and narrative elements of the game. 

Segments of nerve-wracking terror are broken up by exploration, puzzle-solving, and world-building sections - providing brief respite from high-anxiety encounters. Completed levels can be replayed at any time in chronological order, helping the player connect complex story elements more easily. Heliophobia's narrative can be likened to watching a movie such as Memento or Mulholland Drive. While coherent upon first completion, the deeper story begs to be experienced more then once.