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the culmination of almost a year of nightly work, sleep deprivation, and moonlighting: our Kickstarter campaign =D !
Gearing up to launch our Kickstarter campaign, so we celbrate by posting gifs!
Our last update until the launch of our Kickstarter campaign, as we focus our efforts on getting everything ready on time.
In this update we celebrate freedom in our very own way. Also we finally have a Kickstarter launch date :D
In this update we present some of the vehicles that will populate our hub level, plus some light rays and a guard losing his head (and more).
In this update we talk about destructible lights, rain, indie gatherings, and of course more pixel art!
This week's update features the final version of the train level and the first peak at the sewer level!
In this update we take a closer look at the train that will bring you to Tower 57! This is where the adventure starts...
This week we show a nifty little trick involving the background layer, and we also take the first peek at the intro level of the game!
This week we added a parallax layer and polished the laser gun.
As we are slowly getting closer to releasing a demo, this week we have polished some of the weapons that made the final cut!
This week's update features overhauled doors and (almost - but eventually completely) seamless level changing.
42 tasks derived from our first public play-session, players joining mid-game, new doors, and turret variations.
This week we attended the AMAZE ./Berlin Indiegames festival, and we had an absolute blast doing it! Here are some thoughts and pictures.
This week's update is about the character selection menu and the in-game interface
Update 17 introduce lighting to the levels, a new weapon - the shotgun - and our main menu
Our 16th update, showcasing the first screenshots of the demo level and how combining weapons can result in even cooler weapons!
This update showcases the new shooting animations, doors, and glosses over how we'll handle music
This week we continued polishing the character shooting animations and gave enemies the ability to flock
A new character, new animations, and playing around with a dash.
To celebrate 3 months of weekly updates, we introduce the first two playable characters, as well as some customization options (spoiler ... it's hats!)
In this week's update, enemy "spawners", and design sketches of the world and enemies.
This week's update is about item shadows, a new enemy, and more destruction!
New character animations, a new enemy, and of course a new weapon!
A new weapon, polished items, and a couple of bloopers...
In this week's update: new types of grenades, and a word on modding / level editing tools!
More destructible items, a new weapon, and a little surprise...
Blood, grenades, and multiplayer! Also new props and more destructible tiles...
This week's update is about the lightning gun, and destruction!
Happy new year everybody!
For the first weekly update of 2015 we wanted to show our first enemy, the hexapod, and a new weapon, the laser rifle!