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We're coming to Steam!

We're coming to Steam!

Corpoct

We announced that we're coming to steam and we shortly talked about what feature has been added

Making an Engine: Networks Suck (Part 2)

Making an Engine: Networks Suck (Part 2)

Zero Sum Future

Today comes the long awaited sequel to the networking series, where I talk about how we're solving most of the awful problems that accompany peer-to-peer...

New HUD icons and UI elements, and mini map improvements

New HUD icons and UI elements, and mini map improvements

Arc Vector

A quick look at changes to various UI elements and HUD icons, and improvements to the minimap.

Can survival still be innovative?

Can survival still be innovative?

Gatewalkers

Even though the birth of survival games is dated around the beginning of 90., they’ve only found theirs real place on the market somewhere between 2009...

Forecast: Combat Playthrough

Forecast: Combat Playthrough

Forecast 2 comments

In this video I showcase the combat of Forecast as well as some of the content we have in the game right now. This video is our way of introducing the...

Making an Engine: Networks Suck (Part 1)

Making an Engine: Networks Suck (Part 1)

Zero Sum Future

TL;DR: This is hard. If you have a lot of money, it's considerably less hard, like most things in life.

Huge new features in Arcbond 0.21!

Huge new features in Arcbond 0.21!

Arcbond

The month of July was awesome for Arcbond and saw the addition of Hard-Cast spell tech, Channeling spells, enhanced Monster AI, shops, patrols, new quests...

Fire and Water

Fire and Water

Dune Sea

Progress on revamped new levels has been significant and together with feature upgrades brought us a bit closer to the finish line.

Devlog #5: Playground

Devlog #5: Playground

Wreckin' Ball Adventure

Presenting next game mode from Wreckin' Ball Adventure.

Announcing Project "Kurogi" || A 2D 'Stylish Action' hack n' slash

Announcing Project "Kurogi" || A 2D 'Stylish Action' hack n' slash

Project "Kurogi" 2 comments

We're proud to introduce 'Project "Kurogi"', our in-development 'Stylish Action' hack n' slash for PCs!

Sharing Terraforming Earth Levels, Weekly Challenge & Gameplay

Sharing Terraforming Earth Levels, Weekly Challenge & Gameplay

Terraforming Earth

Terraforming Earth is about three quirky robots working together to solve procedurally generated platform puzzles. Levels usually turn out pretty good...

Devlog #5: Stretching and Splits

Devlog #5: Stretching and Splits

Zibbs - Alien Survival

In this devlog I want to tell you about a more efficient way to move around the map due to the alien's innate ability to stretch his body.

Devlog #4: Endless

Devlog #4: Endless

Wreckin' Ball Adventure

Presenting next game mode from Wreckin' Ball Adventure.

Journey For Elysium - Dev Diary 2 - Mechanics

Journey For Elysium - Dev Diary 2 - Mechanics

Journey For Elysium

We continue our adventure through Journey For Elysium‘s development. In this new chapter, we’ll dive into the game’s primary mechanics. You will...

Hoverloop - Major Update to Early Access Build

Hoverloop - Major Update to Early Access Build

Hoverloop

Hoverloop is now loaded with a ton of additional features! This milestone is a major step toward the full version’s release on Steam and Xbox One later...

Making an Engine: 3D Picking

Making an Engine: 3D Picking

Zero Sum Future

On today's episode of Making an Engine, we're gonna talk about clicking things.

Dev Blog: The Crystal Scourge (PvE)

Dev Blog: The Crystal Scourge (PvE)

Hash Rush

After a long break, we're back with a new dev blog that looks at the core PvE feature of Hash Rush - the Crystal Scourge.

Postmortem: SolSeraph

Postmortem: SolSeraph

SolSeraph

A brief look into some early implementations and features of the game.

Journey For Elysium - Dev Diary 1 - Genesis

Journey For Elysium - Dev Diary 1 - Genesis

Journey For Elysium 1 comment

We invite you to embark with us on our adventure through Journey For Elysium’s creation. Starting from today, we’ll be sharing articles and Dev Diary...

Making an Engine: Driver fun!

Making an Engine: Driver fun!

Zero Sum Future

I once had a friend ask me about what it was like making a game engine from scratch. He did not think it was possible that one could make a game and an...

Asteroids. Asteroids, everywhere!

Asteroids. Asteroids, everywhere!

Absolute Territory 4 comments

Lets talk about asteroid fields. More specifically how to create infinite asteroid field and how to limit them to field zones. We shall also try and overcome...

Gameplay video

Gameplay video

RollBaller

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So, this game we're making. What is it?

So, this game we're making. What is it?

Zero Sum Future

This whole affair started back after, inevitably, a future code monkey graduated from college with a barely relevant degree and needed something to do...

Battle Mechanics

Battle Mechanics

AVELIONS 5 - God Realms

I decided to use Linear Motion Battle System (aka Full Motion Battle System) by Moghunter this time. It's a linear battle system with free movement...

PLANETEER – Hardcore Problem-Solving for Mobile!

PLANETEER – Hardcore Problem-Solving for Mobile!

Planeteer

Take a first look at the game that's going to bridge the gap between casual box-sliding games and hardcore PC offerings like SpaceChem and Factorio! All...

Unit update 2 - Macrophage

Unit update 2 - Macrophage

H.O.P.E NanoCell Squad

Here’s a spotlight on one of our recently added units - Macrophage! We’ll cover how she works in the game, and how macrophages work in our immune...

StampBoy#02 Finish 2 worlds and join the competition

StampBoy#02 Finish 2 worlds and join the competition

Stamp Boy

Now it almost comes into production stage, it means that what I most consider is every level but not the core game idea. When most of the programs and...

Wait, You Can Do That?

Wait, You Can Do That?

Dune Sea

Another busy month passed for our team. Following the push to refine the game visuals, we spent time tightening up some of the gameplay mechanics to make...

70s characters and their cars

70s characters and their cars

Rick Rack

70s characters with job and lifestyle Introducing Characters of Times-Ville These are the characters the player will interact with and take control of...

Dev blog #5. AI tactics of artillery combat

Dev blog #5. AI tactics of artillery combat

Naval Hurricane

Overview of the principles of AI maneuvering in artillery combat in Naval Hurricane game.

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