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...
New World Interactive is an independent developer and publisher with deeply grounded roots in game development. Many core team members started as hobbyists...
Amazing Adam made Vex series, a cool athletic-platformer game with many challenges.
A developer of first person shooter games including Forgive Me Father.
Movie Games Lunarium is a group of friends from the south of Poland. The studio specializes in adult-themed horror games. They created a unique setting...
A developer of realistic sim games including Stormworks: Build and Rescue (Alpha).
A developer of real time strategy games including Project Morpheus: Prologue.
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!