There is a lot happening at the background. In the past few months we have worked almost non-stop on several things. The main concern was (and remains) how to finance our upcoming games properly, and what to do to afford better tools to get the job of making better games done. Let’s just make a short list of what we did, just so you stay informed about what’s going on behind the scenes:

- We started making Assets for other Developers. That way we can give a little back to other Developers, while at the same time earning a little more budget for our games and the tools we’d like to aquire to raise the quality of our Games. We start with supporting the “Unity Engine” first, and may expand later. We hope that our assets will be as useful to you as they are to us
- We prototyped a lot on the games front, which robbed us of a few month until we finally settled onto a project we all were happy with. It actually turned out to be really hard to find something everybody in the Team likes. It wasn’t a shortage on ideas, but rather an excess of them. At some point we even attempted to work on two ideas at once, but that quickly proved to be counter-productive (no Surprises there). After a while we finally found the one project that we find extremely unique and we all love to dedicate our time on all exclusively, and that is going along nicely right now!
- We are currently looking into “Android” as a possible Mobile platform to publish on. Personally I always wanted to publish games for Mobile, for me there’s just something fascinating about seeing the games we like on the Desktop or our Consoles running on such a small Device. I grew up in the days when I played a monochrome and stuttering “Snake” on a mobile, so it’s pretty fascinating to me how far we’ve come since on these devices. I had hoped already back then when I single-handedly made Space Madness that I could go Mobile, but it turned out too expensive for me at the time. However, thanks to recent advancements on the Android “Tablet” market we can finally afford something that works as a stable development as well as gaming platform. It’s not exactly a phone, but if we do our jobs right we get to those, too. However, we do not currently have a game in line-up for it, and iOS devices still won’t be supported in the near future. Expect to hear more about this in the future, though.
And that’s all for now, we’ll talk about our first Developer Asset in the next post








It makes sense to go towards Android first since they do have a massive market share and is, as far as Im aware, relatively cheaper to develop stuff for (relatively speaking of course) than iOS or *cough cough hint hint* Windows Phone. Mind you I wouldn’t say no to a WP7 game, even if it didnt have Live Achivements attached ;-)
@Crieff
I do have huge love for all the mobiles, they all fascinate me very much. If I could, I’d support every single one of them. That’s why I’m all the more excited that we got Android capability even though we’re not yet utilizing it to full potential. Android really is fantastic for us since it became so affordable. Our plan right now is to make our Android Debut happen after we released the PC/MAC version of our currently unannounced game. Either a direct port of the entire game or a minimally different spinoff, and we’ll just go to whereever it takes us from there. We already have our Android testing device with which we have run successful tests and prototypes and from what we’ve seen it is very encouraging.
Hey Crieff, nice to see you are still lurking around
To support the other mobiles on the other hand it takes more funding that we don’t have yet. iOS probably will happen sooner or later, but WP7 is very tough to support compared to iOS and Android and I’m sorry to say that it is highly unlikely that we are going to support it. We are using the Unity Engine to, among other benefits, intentionally spare us from unreasonably large reprogramming efforts, you could say it’s like the one ring to rule them all, though it’s really not a “One click and go for all” solution either. But unfortunately WP7 isn’t in Unity’s supported list, so more manual effort would be required to go there with our coming game(s).
Unless we’d get a good offer to really get into it, WP7 won’t happen. That’s by the way how some games like Max and the Magic Marker came to WP7, too. Max is a Unity Game (like ours) and it would never have gotten to WP7 without Microsoft’s delicious dollar bills being thrown at them that made them hire a specialist WP7 programmer to take on that huge, long and painful reprogramming task to recreate the game nearly from scratch for WP7. My hope would be for Microsoft to make the new Windows 8 phones more accessible to developers and establish them better on the market, and then I could imagine us (and many many other great Indies) going there with our Apps and Games, too. Alternatively we could get filthy rich so we don’t need to do more than snip with the fingers to have it get done, but really what are the odds of that??
If we can do it, we will do it. I can safely say that. There’s nothing more rewarding for us than getting our games into as many hands as possible and that includes all the mobile variants that we can reasonably get to. I’m always on the lookout for ways to make it happen, from the pick of our Engine up to making developer assets and to how we got Android already readied up. WP7 is an unfortunate exception, but we’re definitely trying our best to get to all the others over time
@Ray Logan
As long as stuff gets released on PC I’m more than happy and, who knows, I may even convert to Android at one point since the Galaxy S3 does look like a rather nice phone.And yep, Im still lurking around lol.
Hahahaha, yeah no worries I wasnt really expecting a WP port of anything just thought I’d sow the seeds of future posibilities
@Crieff Hehe yes that’s fine
It’s definitely much appreciated, we’re always looking for feedback to consider and I’m trying to go into it as much of it as I can – maybe too much at times! PC Releases definitely will always be there, since it’s our Number 1 Platform, so you’ll always be able to play that