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...
Archiact Interactive is a start-up game studio based in beautiful Vancouver. We aim to bring high quality mobile games to players and we have a strong...
A developer of role playing games including The Life and Suffering of Sir Brante.
S-GAME was founded in 2011, as the developer of Rainblood and Phantom Blade Series on Mobiles, it has earned the reputation more than an indie studio...
Chicago based two man game developer who made too much money off their first hit, Organ Trail: Director's Cut. Formed as a group of friends who met in...
Indie game dev studio based in Portugal currently working on Sketch The Summit.
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!