You take control of the arsenal of vehicles offered in the Crash Company with one goal in-mind; demolish any and everything that gets in your way.
Kicking off the first of what I hope will be many video development blogs detailing progress on my spiritual successor to Blast Corps: Crash Co.!
crash co. video dev blog - volume 1
Showcasing two new vehicle additions, refinements to the gameplay of an existing one, and new levels!
new vehicles, levels, and mech's going vertical!
Just under a year since I began this project (and ~5 months since my last demo release), I have a new demo of the Crash Co. beta for you to try out! Note...
demolition. destruction. chaos. speed. crash co. beta demo!
After months of bug fixes, additions, refinements, and enhancements to Crash Co, I finally feel that it is ready for Steam Greenlight!
crash co. - now on steam greenlight!
It's been a few months since my last update but that doesn't mean there haven't been a number of improvements to Crash Co!
crash co. building (or demolition) progress update
My take on a spiritual successor to Blast Corps has reached v0.2. This playable update features 2 new levels, 2 new vehicles, a slew of visual updates...
introducing the crash co. playable demo v0.2
Updates include a chain system counter, new levels, enhanced world map, and improvements to traversable terrains.
chain counter, levels, and terrains
I have a small handful of levels available to try in this first playable preview for Crash Co - my spiritual successor to Blast Corps.
loved blast corps? try the crash co. playable preview!
The near-final version of my fist-firing, building-wrecking Mech implemented in Crash Co and other miscellaneous updates along the way.
mech-wrecking and other advancements
From implementing new mechanics and features to a new logo, Crash Co is progressing better than I could have imagined.
crash co: additions, features, and refinements (oh my)!
The slew of new features that have been added to my (unofficial) spiritual successor to Blast Corps: Crash Co.
crash co. progress update
How I overcame the limitations of Unity's terrain system to create traversable tunnels through the terrain.
tunneling through the terrain (limitations)
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