Nuewtonian co-op adventure ibb & obb out now on the Nintendo Switch

The gravity switching co-op game ibb & obb is out now on the Nintendo Switch! This remastered edition offers a natural Nintendo Switch experience, and features enhanced art perfected puzzles, and an innovative new touch screen drawing system to master each puzzle together. Work together locally or online in this cooperative puzzle game, and solve gravity-based puzzles through 15 levels and 8 secret worlds. Find your friends easily with the new Nintendo Switch™ invite system, or with Local Wireless Play. The ibb & obb Nintendo Switch release is the result…

Antegods looking for crowd offerings for Mayan Intergalactic Tournament

Development studio Codeglue launched its crowdfunding campaign on Fig today for Antegods, the ‘stonepunk’ action arena game in which the remnants of the Mayan civilization have taken to space. Climbing inside their customizable stonepunk mechs, the pilots of each team need to hunt for energy and fight off opponents in a procedurally generated and highly destructible map. The ultimate goal is to activate enormous ‘titan’ statues that will bring explosive mayhem down upon the enemy team. For more information about Antegods, check out the Fig campaign: https://www.fig.co/campaigns/antegods Crowdfunding Codeglue is honored…

Rocket Riot now on Steam and Windows 10!

Development studio Codeglue re-publishes the action-packed shooter Rocket Riot on Steam and Windows 10 (PC & mobile). Rocket Riot goes Ind(i)ependent After a great partnership with Microsoft, Codeglue received a surprising email one day proclaiming the independence of Rocket Riot. The studio was free to publish the game themselves! Once the studio found the time to further develop the game, they made sure the game was compatible for Windows 10 devices (phone and PC), this in addition to the earlier releases on Xbox 360, iPad, iPhone and Windows 8 devices.…

Antegods Art Update: Crank up the Cracks

As Codeglue is working hard to make thier stonepunk arena action game Antegods a reality, you can stay up to date with regular development blogposts from thier design, art and code departments. This time, lead artist Tom shares his boundless love for Substance Designer. No clue what it is? Don’t worry, he’ll explain. Pain in the ass Texturing and creating in-game materials has always been fun… and a pain in the ass at the same time. Before I got going with Substance Designer, I used Photoshop and xNormal to create all…

Antegods Showfloor Update: No Sleep at Insomnia

As we’re working hard to make our stonepunk arena action game Antegods a reality, we’ll keep you up to date with regular development blogposts from our design, art and code departments. This time, lead designer Wytze reports back from gaming festival Insomnia 58, where we showed the game to actual gamers for the first time. Showcase Two weeks ago Peter, Maurice, JP and myself flew to Birmingham to showcase Antegods at Insomnia 58, the UK’s biggest gaming festival. This was the first time we let our core audience (competitive gamers)…

Antegods Design Update 8: Treading into Multithreading

As mentioned before, we’re changing things around. Instead of irregular long posts, we’ll now keep you up-to-date on the development of our stonepunk arena action game Antegods with shorter weekly posts. And instead of bundling all game development disciplines together, these will be about one discipline each. In this post, code lead Niels jumps into the challenge of multithreaded code in the singlethreaded programming environment that is Unity. Unity and multithreading I mentioned this in an earlier blogpost, but Antegods makes extensive use of multiple threads. Even though Unity by…

Antegods Design Update 7: Tweaking Dash Gameplay

We’re changing things around a little. Instead of doing long posts irregularly, we’ll now keep you up to date on the development of our stonepunk arena action game Antegods with more frequent and somewhat shorter posts. And instead of bundling all game development disciplines together, we’ll now have separate Design, Art and Code posts. Design lead Wytze kicks things off with an update on the dash, which code lead Niels talked about previously. So what’s the dash? Thanks for asking! It’s a temporary speed boost that also allows players to…

Antegods Development Update 6

After the chaos of the Game Developers Conference in San Francisco, we’ve now returned to the regular Antegods developments schedule. Which means it’s high time to break our devblog silence! And we’re back with a vengeance: this is another of those long and detailed development posts. We go in-depth on our experiences and learnings from the GDC, but there’s more: we also describe how we’re tweaking the game’s color palette, and programming the dashing mechanic. We hope you’ll enjoy the post, and as usual, that you’ll let us know how…

Antegods: Mixing ancient culture and science fiction

Antegods is a fast-paced, arena shooter set in a universe where civilizations around the galaxy vie for power in tactical battles. Two teams of spacefaring Mayans pilot enormous stone Totem statues battling and collecting energy in order to activate a colossal Titan statue to rain down destruction upon their opponents. They are mixing ancient culture and science fiction to create a unique style which they have dubbed ‘Stonepunk’. With Antegods, they are creating an original, attractive intellectual property, mixing ancient culture and science fiction, aimed at a young adult audience. It…