Muzt Die Studios is a one-man indie game development studio based in Lviv, Ukraine. My name is Volodymyr, but you might know me as Wolod. I'm the one who does all the programming, design, art, music and business here. Muzt Die Studios was founded in 2011 and I'm doing my best to bring fun, challenging and polished games into this world since then. Game development is my passion and I hope that you'll enjoy playing my games as much as I enjoyed creating them.

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Intel Was Wrong v.1.4

Wolod Blog

Today was released update v.1.4 for Intel Was Wrong. Major bugs with inventory and combat systems along with bunch of small ones were fixed. Code was optimized greatly, so the game must work much more smoother now. I hope you'll like it!
- fixed bug with inventory;
- fixed bug with combat initialization;
- code optimization;
- lots of small changes and fixes.

Updates of the old games

Wolod Blog

Hi, everyone! Rain of Blobs was created last year in a day and frankly speaking it wasn't very good game. To be honest this little project was a shameful burden for me xD
That's why I've promised myself that one day I'll change it for good. So this day has come! I won't be ashamed for this game anymore ;)
First of all I've optimized the code, so now there won't be any lags in dynamical scenes. And I've completely redrawn in-game graphics.
Also I've updated One Fine today. Optimized code, fixed inertia in gravity beam, redesigned some interface elements and added gamepad and touch support!
I hope you'll like it.
Rain of Blobs v.1.1

IndieWorld 2014 rewards

Wolod Blog

Muzt Die Studios was participating in online russian exhibition IndieWorld 2014 ( I'm really glad that my games took some rewards! So here's the results:
Best 2D Game - One Fine Day
Best Ambience - One Fine Day
Best Graphics - Ivan Fuckoff

In this update I've added gamepad support as Tom Fulp suggested. Check gamepad controls below and play the game.Controls:

  • D-pad left and D-pad right - move
  • X - toggle run/walk mode
  • A - jump
  • D-pad up and D-pad down - climb ladders
  • D-pad down - use
  • B - shoot

Night Strike Infiltrators has won 1st place on Construct 2030 Jam!
More info about jam results can be found here:
Play Game:

Due to players' feedback I've created this small update. If you thought that player was running too fast you can turn on walking mode! If you thought that player was climbing too slow on ladders you'll be pleased too!
Have fun playing Night Strike Infiltrators!

- added ability for player to toggle between walking and running (R or Shift);
- increased climbing speed.

Play game:

Today I've finished major update for NSI! New missions and content awaits! Hope you'll like it.

- added 6 new missions;
- added 2 new upgrades;
- added 1 new enemy (rocket turret);
- added 1 new boss;- added 1 new achievement;
- lowered inertia of the player a bit to make movement smoother;
- darkened some HUD elements to make reload animation easier to see;
- rebalanced time goals;
- bunch of small fixes.

Play game:

Night Strike Infiltrators

My project for Construct 2030 Jam called Night Strike Infiltrators was released today. It is a fast-paced platform shooter that features: 12 missions of oldschool arcade action, 2 bosses to test your skill, upgrades and achievements. Hope you'll like it.
Play game:
Night Strike Infiltrators" alt="Night Strike Infiltrators" title="Night Strike Infiltrators" />

The last two days were hard for me. Players found some nasty bugs that should be fixed. As a result new combat system is fully functional now. And I did something awful... I decreased difficulty.
1.32 - 27/03/14
- fixed bug with getting trapped in combat;
- possibility of negative events was decreased.
1.31 - 26/03/14
- fixed bug with invisible enemies and player on combat screen.

You can play updated game in your browser here:

Intel Was Wrong is on the Newgrounds frontpage! This is so cool ^^
The new update was released today. Changelog and screenshots below.

You can play Intel Was Wrong here:


- fixed bug with incorrect starting combat;
- fixed bug with recharging shield;
- completely redesigned ground and space combat;
- added indicator for player's HP on combat screen;
- enemy spaceships' hull capacity reduced by 25%;
- added more detailed controls description.

Intel Was Wrong

Intel Was Wrong

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