Red Chasm
PuzzleFor years, you've been trying to get access to the ruins recently found on Mars; and now you have your chance. However, a mere couple of days after getting...
“When is a croquet mallet like a billy club? I’ll tell you: whenever you want it to be.” The Cheshire Cat said it best (in American McGee’s Alice) – but where he meant violence, we mean flexibility. When is a game like a schoolbook? When is a game like a soap opera? When is a game like a Rubik’s Cube? Whenever we want it to be. That’s what we at Minionworks Games want to do. We like games, and want to try and realize some of their potential. We don’t want to walk the beaten path or rework old classics – we want to experiment to try to find new classics.
For years, you've been trying to get access to the ruins recently found on Mars; and now you have your chance. However, a mere couple of days after getting...
Karst is a 3D first-person puzzle game set in a cave. The premise: you fell in, and you need to find a way out. The mechanic: this cave is home to a series...
Formed in 2003, the LMC has since produced award winning modifications of the total war™ series, bringing to you the most realistic representation of...
A society of developers of third person shooter mods including GTA: Iron Man and GTA: Transformers.
Paradox Development Studio has been a leading developer of globally renowned, PC-focused strategy games since 1995. Today the Stockholm-based studio is...
A developer of first person shooter games including Project Warlock.
"Command & Conquer: Generals 2" MOD team Production Team Leader: mahailong008 Deputy head of the production team: Trinity
Indie dev studio located in Turkey, building innovative and localised content.
Things are moving along well! We just released Red Chasm, and within a month we'll have Karst's initial tutorial section finished, which means we can probably put up a public beta (no guarantees on that yet). I'm super pleased with how things are going, and that we're getting out of the stuff I consider hard work (coding) and getting into the stuff I really like: plot, puzzle design, and messing with the feel of the game.
Things are a little hectic here at Minionworks; Karst is coming along nicely, and we actually have a couple closed alphas that have gone out and come back. That's coming along well.
Also, we're working on another game for a competition; basically, we'd really like a Unity Pro license, so we're looking into contests and competitions that hand those out as prizes. This is what Red Chasm is for - we had about a month, and it gets turned in about a week from now. At that point, we'll have more information for you!