Pixelbomb Games is an independent collective of interactive entertainment developers, established in 2011.
The boutique Manchester studio comprises an exciting team of young, talented developers – some of whom are fresh out of local Universities working on their first title.
Team leads, Philip Muwanga and Lee Blacklock, have worked in the industry for over 10 years in testing, full design and coding, helping to develop various household titles from Indie to AAA.
Pixelbomb Games’ debut offering Beyond Flesh and Blood will be made available on Steam Early Access, far sooner than expected, on 1st June 2016.
By offering the Manchester-set game up for Early Access, the development team is better able to make the game the best it can possibly be.
It also means that the team are offering all PC gamers the chance to shape the entire game as a whole.
So, we have 7 very playable levels and the other 19 on their way, and the team are offering all PC gamers the chance to shape the entire game as a whole. While it’s brazen, it’s also honest, and our way of providing the game warts and all, while listening to how we make that experience better.
In terms of development this is a strong opportunity to evaluate every step of the way which is both comfortable and transparent.
Gameplay is king. We will be delivering the best experience we can – and making a standalone and standout product is a challenge worth taking.
For those who would rather wait for the full release, the same applies. Early Access gamers will still get the full game and newest release as standard, and Beyond Flesh and Blood will be getting the proper release treatment.
But if you want to be part of Early Access, jump on board as we give you the best community members the chance to be created into a statue in the game, special thanks, the face of Hostile force wanted posters…
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I'm impressed by the depth of field here, which others often can't produce when low lighting a scene. There is detail in every scene, another plus. Well modelled, rigged and textured bots & monster. When they blend together the overall atmosphere is stunning. Nice work all. I have u tracked and followed.
Hey Richard! This is really kind of you man! We do have a couple of lighting specialists who work here as the level designers. Interestingly, some of the concept art was designed in such a way that it was delivered 'dark', but changing the brightness levels revealed the rich paint texture underneath, which is only a small part of the effect the team wanted to achieve. Thanks for checking it out, the full game will be out for October 1st and on PC first.
Thanks so much! We'd love you to, but we use Unreal...