Axis Game Factory – Dream, Build, Create And Play!

Axis Game Factory is a build your own game platform based on the Unity4 engine which now started a kickstarter campaign.
With this easy to use, noob friendly game creating tool, you can create worlds and whole unique games from different genres.
At it’s basic goal the standard platform comes without the ability to code or import 3d files, however this might change in the “pro” pak in the future.

If you  dream about creating your own game but can’t program or model, now is your chance!



We have been receiving a lot of fantastic questions regarding the Axis Game Factory and we want to use our first update to more clearly define what Axis Game Factory is and more importantly, what it is not. And please remember, what you are currently seeing is a prototype! Just think of how robust it will be in 9 months when we launch the product!
The Axis Game Factory is:

• A powerful yet simple tool for those who love to create, design, build, play and explore games
• A teaching tool for those who want to learn design basics
• A great way to collaborate and create a community through sharing levels and games
• A great way for Machinimators to create carefully crafted Machinima cinematics, movies, series and stories
• A community for gamers and Machinimators to collaborate their work and earn recognition, status and earn reward credit in the Axis Game Factory


The Axis Game Factory is not:

• It is not a full professional game engine like Unity or Unreal
• It is not a way to create games for sale
• While it is very powerful and will give players access to many types and styles of gameplay, at launch, it will not able to create every type of game (like MMO’s and turn-based)… that is a “stretch goal”

The Axis Game Factory will exist as a Free-To-Play product with basic design functions and building blocks. People are pledging for assets and extended features. Let’s break down what comes in the Free-to-Play version and what is unlocked in Deluxe by purchasing assets for Axis Game Factory.


Axis Game Factory: Free-To-Play
• Basic grey blocks to create environments with
• One generic character to control in “Play” mode
• Ability to save objects in “Build” mode
• Ability to save scenes in “Design” mode
• Two camera options for “Play” mode
• Generic lighting
• Ability to Undo and Redo actions on your saved Objects and Scenes
• Ability to “Scene-Link” up to three levels
Axis Game Factory: Deluxe
• Multiple cameras for “Play” mode
• Ability to save your own camera types
• Depth of field and atmospheric options
• More lighting options
• Unlimited “Scene linking” – creating transition points from one built scene to another (with your levels as well as with shared levels)
• Machinima input and playback features – great for Machinima or scripted events in game
• Edit your playable character
• Editing NPCs – textures, dialog, movement/animation, voice over options, etc.
• Editing Enemies – textures, stats, loot drop, movement/animation, voice over options, etc.
• Editing Quests/Objectives – Create quest or objective flows for your game
• HUD Overlays for different game types
• Deluxe Mode comes with a “Starter Pak” theme of your choice (at launch it will include Fantasy, Sci-Fi and Military) – these paks include expansive main characters, NPC’s, enemy, terrain, plants, vegetation, props, building material, vehicles, weapons, lights, cameras, sky boxes, atmospheric effects, sound, VO and ambient music – all in the theme of your choosing
Here are some new Frequently Asked Questions we would like to address in this update to help clarify the product.

Q: I have pledged X amount and will receive X Asset Pak(s) according to my donation level, will I have to pay for more assets later? What will they cost, if anything?
A: At launch, we will be releasing a substantial amount of assets for you to build the most diverse games possible from Day 1 in the paks that you have secured. Those who pledge get a large amount of assets for the donation price! After that, we plan to support the Axis Game Factory with more tools, themed paks, assets and features on a regular basis.
We plan to provide regular software updates to continue to improve upon the Axis Game Factory, and that will come automatically with the Deluxe feature mode. Additional assets and features will be made available for purchase OR acquired through in-game credit you have earned.

Q: How do I purchase/acquire more asset paks and features to expand my Axis Game Factory warehouse?
A: There are two ways in which people can bring in more features/assets to their warehouse – the first is to purchase them directly from the store. Items will be priced appropriately and will cost as little as $1.00 and could be as much as $25.00 – depending on what it all entails…
The second way to access new assets and features is through earned AGF credits… There are three ways you will earn credits in the Axis Game Factory: 1) Through time spent playing and creating in the Axis Game Factory – at the factory – you clock in on your time card and you earn AGF credits for doing so… the more time you spend, the more you earn. 2) When you post your creations to the Axis Game Factory, your peers get to help build your status… the more other players “like” what you’ve made, the more credit you earn. 3) By the amount of direct shares of your creations… this applies to games as well as any Machinimation created and shared on the Axis Game Factory You Tube site as well.

Q: Can I sell what I make with Axis Game Factory?
A: Currently, the “Deluxe” mode is not set-up for a retail model whereby players can monetize on their games except through the earned credit they receive to go toward the purchase of additional assets. The playable levels are made to work within the Axis Game Factory software only and cannot be distributed through other platforms. – We are looking at creating a “Pro” version – but that will not be made available until after we launch the Deluxe mode and have time to develop a proper model that will benefit our community accordingly.

Q: If I create a game or Machinima video, who owns it? Are there licensing issues with using the art and assets provided by Axis Game Factory?
A: Everything you create through Axis Game Factory is yours. We will not come after you with scary lawyers demanding a cut of your internet fame and fortune 😉 We will provide you with the proper language stating that you have the legal rights to use the assets in the Axis Game Factory. We will reserve the right to use clips of your work for promotional use only.

Q:  If I build a house – can I go inside that house?
A: The Axis Game Factory is an open toolset that allows you to build anything – homes, buildings, cars, military vehicles… you do this in “Build” mode. In “Design” mode, you bring your assets in – or assets that are already complete and you begin to build your game level. You can go inside your house, furnish it, or bust it up – it’s up to you. The user interface is very easy to use – you don’t have to be a game designer or programmer to figure it out. All of the assets and most of the characters are scaled to work in a realistic way so that you can enter and exit buildings easily. You could also use Scene Linking to have an exterior of a house or building and create a whole scene that is the interior!
Here are some interesting quotes from the devs :


We have actually been making games as a studio for over 16 years… full games on multi-sku platforms and not the kind that use middleware as a jump point.

The PlayStation Home content that we have created as of late requires a ton of programming, as their HDK in built in LUA and is very difficult to program for. Additionally, we are one of a few that have actually created full blown games for the platform – Emo Ray vs. the Intergallactic Teddy Bears just shipped in November. Here is a link to the article that highlights the game…

Furthermore, we have a team of programmers creating the Axis Game Factory, so rest assured, we know what we are doing, have delivered for decades and are quite confident we have an amazing product on our hands that consumers will enjoy and get that it is much more than a GUI overlay.

Thanks for your email,

Tammy McDonald
Heavy Water”


“If you are interested in checking out the regular software progression, you are welcome to check out the videos that are posted regularly here:


“Hi Dan,

Axis Game Factory is a stand-alone product… outside of the additional features, assets and software updates that we provide, and will continue to support with regular updates and content, we are not including any hands-on programming features.

This might change down the road as the product develops as we are considering a “Pro” pak as a stretch-goal, but our immediate focus is to provide users with an easy to use product that ANYONE can create games with and quality assets/content.

Thanks for the support, Dan. I really appreciate your time and hope I was able to answer your question.



“Hi James,

We are so glad you are excited about Axis Game Factory and see the vision that we are creating! There will actually be quite a bit of customization in Axis Game Factory… Depending on the type of game you want to make, you can control your main character’s actions, animation, behaviors, weapons, and gameplay attributes as well as the NPC and enemy characters; they will be adjustable through sliders.

Each character, NPC and enemy will have a variety of selections… from clothing, weapons, animation, sfx and voice dialogue. You will even be able to adjust hit points and damage.

Obviously, we still have work to do – and part of the excitement is working directly with our supports through the Forum once this goes live to collaborate and share the development progress with you.

Thanks again for your support!




So what you outlined in your scenario is basically this. There is a user character in an environment. In order to convey the quest you place an NPC character in the environment. Edit the NPC via the Interface, Turn on “can communicate” radio button. When the radio button is activated a dialog box will appear allowing you to add text to it. This is where you type in your information for the user to read. The character only gives this information to the user if the user chooses to interact with the NPC. The interaction code happens automatically when the user comes in contact with an NPC that has something to say. After the user reads the text and clicks the accept quest button or what ever you happen to name the button. The Quest would be added to the users Quest list. Then the user finds the Dragon you placed and the sword that you reward after it is killed. All editing is handled in the same manner with simple menus. Connecting multiple communications to the same quest would be like adding people to your “circle” of friends. Create multiple characters and add them to the same circle so that the code knows that they are all part of the same conversation for the quest. There are other ways it could be handled but what I laid out is probably the most straight forward.




“Corpselocker, that feels odd to type BTW. There must have been a miss-communication. I don’t know where you got the “Sliders” impression as the only form of input for any data that might be need for any particular thing. I think it might have been gleaned from a generic answer from Tammy for editing something.

Please rest assured that I want the product to be as flexible and as powerful as it can be without being too difficult to use for beginners. “Easy to use but difficult to master” has always been my mantra for designing product. You want it to be accessible to all and at the same time have depth to keep people inspired. If there is anything I know about in life is making a tool-set like I have outlined in AGF.

I have literally been working towards this product for the last 22 years on a daily basis, almost 23 now. Ever since I bought my first computer an AMIGA 2000 and Lightwave 3d. I create something in 3D everyday, I have the Terra-bites of data since I have started to prove it.

We can all work together to make this product change they way the world creates this kind of content.




And many more…

A cutting-edge open world toolset for players to create, design, build and share games: by industry veteran Matt McDonald’s Heavy Water

A cutting-edge open world toolset for players to create, design, build and share games: by industry veteran Matt McDonald’s Heavy Water


Industry veteran, Matt McDonald, and his development studio, Heavy Water, are excited to bring you a game-changing, open world-building tool-set that provides players with the ability to design, create, build, play and share their very own game creations with user-friendly technology and expansive game assets.

Axis Game Factory puts the power to create an entire game into YOUR hands!  By providing players with endless assets, themes, characters, cameras, game modes – all of the ingredients to make amazing games – the only thing missing? You!

At Heavy Water, we’ve worked on every type of game and genre imaginable; having delivered on over 100 titles. We love to make games, but even more so, we want to put you in the driver’s seat to design and build your own creations, and that’s why we’re here – we need your help to make it a reality!


At Heavy Water, we know enough about building games, tools and content to know that it just shouldn’t be as difficult as it is!  And there should be a way for EVERYONE to have as much fun making games as us.  We have eliminated the need for you to have an entire game development team and instead, wrapped it all up for you in the Axis Game Factory!

Built for the PC/Mac/Linux systems, Axis Game Factory is a real time game tool-set (built in UNITY) that acts and looks like a scene editor/game development tool but we’ve taken all the hard parts out – without having to know how to program or model in 3D!

  • Full GUI scene and gameplay editing tools
  • Extensive art asset libraries for terrain, foliage, structures, props, atmospheres, characters, lights, and more from different art styles
  • Ability to create custom models from separate pieces to use just like any other art asset in your toolbox
  • Every saved file, scene or model, saves the history so even after you’ve closed and opened the file you can undo and redo the entire file
  • Positional NPC’s that can be configured by altering variables via sliders, attaching animations, voice acting, way points, and sound effects
  • Positional enemies that can be configured with variables via sliders same as NPC’s plus variable for aggressiveness, strength, etc.
  • Scene linking between your different environments to give your game a larger than life feel, linking environments by start and end points
  • Multiple camera choices during gameplay to create different types of games such as FPS, platformer, adventure 3rd person, and side-scrollers
  • Multiple playable characters with expansive animations to fit various gameplay genres
  • Press play at anytime during design development to play your level in progress to test out and then easily switch back into design mode
  • The ability to play back user inputs from gameplay and choose different camera angles to create compelling Machinima
  • Share your in-development scenes with friends who have the same assets to collaborate on a game design
  • Become a real game designer by sharing your final game to the community to play for free and earn status within the community
  • Update your warehouse inventory by purchasing new kits, themes and features

Anyone will be able to download and play Axis Game Factory in Basic Mode  – but if you want all of the bells and whistles, you will need to step up and buy a starter-kit of a theme of your choosing, to unlock the “Deluxe Mode.”  From there, you can add any number of kits and features as they are made available.  You will be able to share your creations with your friends to play and rank you, as well as download other games to play and link your levels to for endless fun!

When we say, “we love what we do” – we mean every word of it – and providing YOU with the tools to create in the same space as the pro’s is a life long passion of ours.  Having published our own games and virtual world content for the last several years, we know there is a better way to the finish line than going the traditional publisher route and having them as the middle-man between us and you.

Through Kickstarter, we get to collaborate directly with you about the game and development features we will be including in Axis Game Factory.  Plus, we don’t have to make compromises with a publisher. We make the development decisions, we market the game, and we don’t have to answer to anyone but you – our fans.  It’s time to put the power of your imagination into your hands and support us through Kickstarter!

We need to raise $400,000 to fund the development team that will be completing the tools, assets, features and networking platform required to support the Axis Game Factory.

The good news is that from our years of game and content development, we have amassed a library of amazing assets, tools, and features that will be going into the Axis Game Factory, so we already have a great head-start!

We have designed the Axis Game Factory to grow and expand with new features and models to support the community.  Once we reach our target  goal, we will begin to add-in more features from our list of stretch goals as they are met as well as input from our community members.  All additional money raised will go straight into the development and support of the game to continue to seed new features, gameplay systems, characters, and additional genres.

 So if you ever dream about developing your own games but can’t program on model, now is your chance !

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6 January

l’Abbaye Des Morts GNU/Linux Port – Released !

David Lara sent me an email about a very old school game he ported named L’Abbaye des Morts .
The 2d platform game is freeware and the ported and rewritten game is also under the free source  GPLv3 license.


An obsolete videogame for a dark passage of history
In the 13th century, the Cathars, who preach about good Christian beliefs, were being expelled by the Catholic Church out of the Languedoc region in France.
One of them, called Jean Raymond, found an old church in which to hide, not knowing that beneath its ruins lay buried an ancient evil.
A style close to Spectrum ZX, with its dark background and bright colors, proper fit with the story, because it does look old and somewhat horrifying. Also, the gameplay is direclty inspired by Manic Miner and Jet Set Willy.


Here is was David Lara wrote :


I wrote this email to you because we released a Linux version of
“L’Abbaye des Morts”, a indie platform game released by LocoMalito
( in 2010 for the Windows platform.

Because the game was made with GameMaker tool, no source code are
available. I rewrite the game in C language with the help of SDL
libraries (the code can be improved, I’m newbie in programming). Also,
I add the feature to “switch” between the original artwork (8 bits
style) or a enhanced version (16 bits style) that Locomalito redraw
for a Megadrive/Genesis port.

The code is released under GPLv3 license. The project is open to
anyone that wants to improve, optimize the code, port to others
platfoms, etc.

A member of the project (doragasu) has ported the code to OpenPandora
console. A port to GamePark consoles is in the works.

Home of the project:
(Here, you can access to SVN repo, and Downloads sections with source
code and packages for Ubuntu, Fedora and openSuSE).

OpenPandora package:
(Here you can find pictures of the game)

We hope you find this interesting 🙂


David Lara”


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31 December

Only 5 More Hours To Fund Telepath Tactics !

Telepath Tactics is a turn-based tactical RPG in the tradition of Fire Emblem and Disgaea. It features a single player campaign with well-written characters embroiled in a tale of war and political intrigue, as well as 2-to-6 player multiplayer with support for hotseat play.


~$18,000 of the $25,000 needed was already pledged.

We need $7,000 more to make it happen.

And we got very little time left.



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29 December

Salvation Prophecy And I Shall Remain On Groupees Build A Greenlight Bundle !

Groupees “Build A Greenlight Bundle” offers 9 games  to choose from (and Desura keys) + many music/sountrack/game bonuses.
Most of the games offered are for Windows, BUT at least two of the games will be available for GNU/Linux at some point in the (hopefully) near future.
So you can get only those two games+free bonuses for $1.5 (or more if you want) !

Make haste because this bundle ends in less than 3 days !


Update : Private Infiltrator GNU/Linux Port Confirmed !


Salvation Prophecy    ( GNU/Linux Port Confirmation )

Salvation Prophecy is a space epic. Four warring factions battle over control of the known galaxy. Space stations and planet colonies endure constant assault. You begin your journey as a soldier recruit. Through intense planet and space battle, your combat skills will be put to a grim test. Success is rewarded with powerful skills, combat gear, and ship upgrades, and you may rise in rank to become commander of your faction. Lurking in the dark recesses of the universe is a threat foreseen by an apocalyptic prophecy. A danger far greater than mankind’s endless battles.

Gameplay Trailer


I Shall Remain ( GNU/Linux Port Confirmation )

I Shall Remain (ISR) makes you responsible for the life of one US Marine who has awoken in a Zombie infested world. Its up to you to lead him on a path that will allow him to survive, fight back and become a leader of men. ISR has superb artwork, music and storytelling that is reflective of the high quality standard that its creators live for. Its creators have challenged themselves to leave a lasting impression on the independent gaming industry with a serious, entertaining and cost-effective game dedicated to a group of young people who created a culture.

Gameplay Trailer



Private Infiltrator ( GNU/Linux Port Confirmation )

Private Infiltrator is an Arcade-like Stealth game that bears the noir art style. With the aid of numerous gadgets and abilities, the player needs to Infiltrate and disrupt the evil ASB organisation Headquarters. The player will be able to bypass numerous security measures such as keypads that are connected to doors, computers, safes and many more.

The Private Infiltrator (Indie) – Alpha Review and First Impressions

So what are you waiting for ?! get those games+bonuses  now for $1.5 (or more if you want)  before the time on this bundle runs out !

Please note that we will have to wait some time before the GNU/Linux ports of those games will be available.

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28 December

Forsaken Fortress Funded, One Day Left To Pledge !

The post apocalyptic survival game Forsaken Fortress has been funded with one day left to pledge.

Currently we got $111,000 (out of the goal of $100,000), but with more funding – more can be done…

Stretch goals

  • 105,000: Atomic Squirrel Race officially added.(not a joke)Achieved!
  • 110,000: Free play mode(no story, no ending, no limit)Achieved!
  • 120,000: Scenario modes (Defense mode, capture the flag mode, search and destroy mode…)

Kickstarter campaign video

Work In Progress Video #1

So if you want this game please pledge to their campaign !

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21 December

Help Port Torque 3D To GNU/Linux Via IndieGoGo !

Help Port Torque 3D To GNU/Linux Via IndieGoGo !

As I’ve wrote before, Torque 3D was released as open source under the MIT license – however fully porting it to GNU/Linux takes time and money.
For this purpose the creators of the engine –  GarageGames started an IndieGoGo campaign.
The goal is to FULLY port Torque3D to GNU/Linux (including the editor !)
For this GarageGames intends to hire a community member full time to work on the project
We have $29,487 to raise in 45 days.


If Torque 3D will be ported to GNU/Linux then many great and promising games will have a chance to be ported to GNU/Linux, this includes the excellent RPG in the final stages of development – Age of the Decadence , the very anticipated zombie RPG game “Dead State” that recently had a very successful kickstarter campaign and many others (this list contains not only games made by T3D, but also games with older versions of the engine).


Sadly I’ve seen many campaign that want to bring something for free for the whole community (instead of just for those who pledge) – fail, even trough the purpose is far greater.
Please help bring Torque 3D to GNU/Linux and make it available for all.
This will bring us a great and professional engine to use in our projects.


From the IndieGoGo campaign page

We Want Linux to be a First-Class Citizen for Game Development

Right now, Linux has some great programming libraries for developing games, but when it comes to working as a level designer or an artist, the tools are lagging behind Windows and Mac OS X. It’s not from lack of trying. There are great developers working on tools day and night for Linux, but the going is slow. Unity announced an export option for their engine so that game developers on Mac and Windows can export to Linux. This is EXCELLENT news for Linux game players. It’s the same news as always for Linux game developers: to make games: buy a Mac or pay for Windows if you want to make games.

We started this campaign to change that message. We want Linux to be a first-class citizen for game developers. We recently open sourced Torque 3D under the MIT license, and the first deluge of questions were about Linux compatibility. The move to open source Torque was something that the founders of GarageGames wanted to do over 10 years ago, but they also needed a business model for their studio.

Torque is the engine that was originally used in the Tribes series of games, and has seen a number of advancements throughout its history. Since open sourcing it, we have had nearly 300 forks of the codebase on GitHub. You can find out more information about Torque at the GarageGames site and download it from GitHub to kick the tires. Unfortunately, it’s only for Windows right now, so you might have to flex your Wine or dual-booting muscles to try it out.

Deathball Desert

What’s In It for All of Us?

We want a dedicated Linux-native game development platform. We don’t think that Linux game developers should have to switch between machines so that they can develop on Windows and just test on Linux. We don’t think that they should have to fiddle with Wine to get the simplest of editors to work natively, only to have the whole thing crash when importing models. We want Linux to be a native platform for game developers.Burg

Workflow for Engines without Native Support

If you use any of the popular engines out there that have Linux support, here is a workflow (assuming dual-booting).Open editor. Import models, edit level, add logic, etc. Build the game. Export to Linux. Copy the binary to a shared drive. Reboot and load Linux. Copy from the shared drive locally. Run the game. Crash. Get crash report. Copy crash report to shared drive. Reboot. Load engine and crash report. Find mistake and attempt to repair. Repeat.

This loop is a little faster if you have two computers next to each other and a shared device, but even then you’re switching gears and doing a lot of waiting. Waiting means that you have time to get coffee or check Slashdot for news, but it’s also time that you could be making your game.

Our Solution: Linux-Native Game Development

Obvious, right? Well, it should be. But it’s also an answer that takes a lot of time and money to implement. When commercial software companies look at their bottom line, the return on investment for developing software for Linux is really low (and often unknown) in the game engine development world. John Carmack noted during his keynote at QuakeCon that “Valve announcing Steam Linux support changes things a bit but we have made two forays into Linux commercial market, most recently with Quake Live client but that platform just hasn’t carried its weight compared to Mac” (45:26, QuakeCon 2012 – John Carmack Keynote). This was specifically about game targets, but the lack of commercial editor support for game development on Linux speaks volumes on how the engine industry feels about Linux.

Luckily, our platform layer has some of the core functionality needed for a Linux port. Our dedicated server has been used on Linux for a number of years with different games, and that handles much of the core engine functionality. What currently is not working on Linux is the game editor and shared client. That’s where you come in.

So, How Will the Money be Used?

Well, this is an experiment to see if crowd funding can pay for specific features that people really want in a game engine.What we are asking for is enough money, based on a number of estimates from strong Linux developers who have ported large codebases in the past, to make this port happen. The estimates were between two and three months for a single, dedicated developer. We chose three months to accommodate any found-work that can come up. As software developers, we know that once you start down a path, new work will be discovered, so we wanted to make sure to include a buffer for it.

The project will pay $45 an hour for roughly 3 months worth of work from a single developer (a team can be hired to increase productivity, but there will be a finite amount of money from the campaign to pay them). Of course, IndieGoGo will get 4% off the top for hosting the service. The payment providers (credit cards, PayPal, etc) will get roughly 3-4% depending on international fees, etc. Then, the prize tiers will be fulfilled, shirts and such bought and shipped! The remainder of the money will go towards the development team porting Torque 3D to Linux.

When Will We See Updates?

As it is developed. That’s right. Torque 3D is open source and up on Github right now. You can download it and take it to town, kick the tires, and see what it’s all about. There will also be a Linux branch live on GitHub where you can watch the developers porting the engine to Linux. You get to see the benefits immediately. You do not have to wait a long time watching for infrequent updates, hoping to see something in a year or two. You will have full access to the development branch of the Linux port to see the team’s progress, commit by commit.

But even if we do not reach our goal, and your money goes right back in your pockets, we think you’ll see a Linux port eventually. It just won’t be nearly as quick since the developers have jobs, families, bills, and they’re doing the port of a very large engine in their limited free time. Why not hire them so that the port can be their full-time job? That’s what we want to do.

Our first platform target is 32b Ubuntu, with stretch goals for other platforms to be announced.

I love Linux, but have no money! How can I help?

  • Tell people. Tell your friends and family, local installfests, anyone who would love to make games on Linux.
  • Share this project using the IndieGoGo social tools, your favorite social media platforms, or just by linking to it on forums that you frequent!
  • Leave comments so that we can answer your questions.

About Torque

Torque 3D is based on the 2007 Frontline award winning Torque Game Engine Advanced. It has been actively developed for over ten years, beginning its life at Dynamix for the Starseige Tribes games. After the closure of Dynamix by Sierra On-Line, some of the studio formed GarageGames with the vision of changing the way games are made and played.

About GarageGames

Company Picture
GarageGames is a 3D visualization middleware company dedicated to creating top-tier technology for the game and simulation industries. GarageGames has over seventy years of combined experience and a successful engine platform for the last 10 years.
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21 December

Humble Indie Bundle 7 Is Out Now !

Humble Indie Bundle 7 has arrived and is guaranteed to keep you entertained all winter long!

Pay what you want for The Binding of Isaac (and its DLC, Wrath of the Lamb!), Closure, Shank 2, Snapshot, and the documentary feature film Indie Game: The Movie! If you choose to pay more than the average, you’ll also get Legend of Grimrock and Dungeon Defenders (with a ton of DLC)! This bundle also comes with many fantastic soundtracks in lossless (FLAC) and MP3!


These amazing games (and film!) are DRM-free and ready to play on Mac, Windows, and GNU/Linux, and can optionally be redeemed on Steam (if you purchase for $1 or more). GNU/Linux users can also redeem select titles on the Ubuntu Software Center!


The interesting thing in this bundle is that Dungeon Defenders uses the Unreal Engine 3, and yet – the game was ported to GNU/Linux.

As you might recall, Ryan Gordon had problems porting Unreal Tournament 3 to GNU/Linux due to undisclosed reasons (I suspects that it was because of the 3rd party software licensing), and no other game that uses the UE3 was attempted to be ported to GNU/Linux since.

So this may open more UE3 engine games to be ported to GNU/Linux.

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20 December

Star Shipping For GNU/Linux Released !

Star Shipping which I wrote about now has a GNU/Linux client which you can buy from the official website or via The Ubuntu Software Center.

Gameplay Video

In Star shipping Inc. you take the role of the captain of of a cargo ship traveling between star systems to trade goods and commodities in strive to become the richest star ship captain in the galaxy.

Star shipping features high resolution beautiful space backdrops, planets, aliens, nebulae, space ships, items, and characters. The game includes an in game store where you can buy upgrades to your ship in order to increase performance and get a higher score. For example, you can buy upgrades to get more speed, strength, or resilience. The game also features a bank where you can keep your savings and where you can loan cash in times of need.

Poster: Maxim Bardin. Category: Uncategorized. Tags:
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6 December

Anima – Gate of Memories On Kickstarter

Anima Gate of Memories is an action RPG set in the Anima Beyond Fantasy world featuring a deep compelling story and exciting game play.
It’s being developed with Unity and will have a native GNU/Linux client.
The anima graphics is excellent on 2D and I hope that they can bring it’s glory to 3D too, as the gameplay aims to be a mix of Devil May Cry and Kingdom Hearts.
You can also take a look at their official website and pledge to their kickstarter campaign.

A nameless woman. A monster that even nightmares fear. In an age of conflict, two lonely souls are trapped in a labyrinth of memories and darkness. Both have been summoned to an ancient place where a war in the shadows is about to begin.

Can they unravel its secrets before being consumed by its spiraling dementia?

Anima Gate of Memories is a third person action RPG in which the player must explore a vast world filled with both dangers and wonders. The game is being developed by the same people that wrote the Anima Beyond Fantasy role-playing game books and the Anima Tactics miniatures game, who are now working with an experienced team of video game developers. Our first goal is to publish Gate of Memories on Windows and Mac through Steam, but there are also plans for console releases.

The game is mostly focused on action, but as any good RPG, it will also have infiltration and puzzle content. In addition, while Gate of Memories is story driven, it doesn’t force you to ride along rails from place to place. The idea is to give players freedom to explore a rich world and tackle obstacles in the order they want. These choices, even if you make “wrong decisions” or leave behind story points, will have a big impact on the progression of the game. This way, players can visit many different places and reach very different conclusions at the end depending on their choices.

Sounds pretty awesome! Can you give me a quick overview of the features?

  • It will be DRM free!
  • It will feature gorgeous graphics and animations. Travel through the tower of Arcane and the world of Gaia across stunning backgrounds and places.
  • It will feature a deep and multifaceted story. A player’s choices and actions will influence the journey and decide the destiny of the characters.
  • There will be battles with epic bosses. Challenge many legendary entities, each with their own special features and game play.
  • It will utilize a combat system that combines RPG elements with fast paced action and spectacular attacks and spells.

UPDATE #1 – General Gameplay

UPDATE #2 – Graphic Style

One of the challenges we have set in Gate of Memories is to make the game play a special experience. In the game the player take the role of two different characters, each of which has their own abilities and powers, and are customizable; every time they level up, players will be able to decide how to develop the characters skills, much like the advancement in the Anima Beyond Fantasy RPG books.

Players can also switch between the two protagonists, even in the middle of an attack to combo moves together. So players get to play both characters and can combine their powers in an almost limitless number of ways.

General Setting

Anima Gate of Memories is set in Gaia, an anachronistic setting which combines many elements, such as traditional medieval fantasy with magic-based technology. While a great part of the game will take place in a mysterious tower called Arcane, the player will be able to move to other parts of the world and experience the wonder and awe of Gaia.


Arcane is an extremely unusual place. Not only does it have a huge labyrinthine structure inspired by tarot cards, but it will also alter its appearance according to the memories and experiences of its “guests”.

For reasons unknown at the beginning of the story, shortly after the arrival of the main characters Arcane begins to attract powerful entities known as The Messengers and begins adapting its interior in a “dreamlike” way to reflect the lives of these creatures. Thus, the set of the game is not just made up of ruins and tower interiors, but of elements as diverse as dark forests or old battlegrounds. Of course, not every area is totally independent. At the points where the lives of The Messengers cross, the rooms blend into each other connecting the different dreamscapes together.

UPDATE #3 – Main Story and Subquests 

The story of Anima Gate of Memories is one of the most attractive and absorbing parts of the project, since it combines intense personal storylines and an engaging script.

The game tells the story of The Bearer and Ergo, members of an ancient society called Nathaniel which for centuries has protected mankind from the darkness. At the beginning of the story both receive the order to recover an old artifact called The Byblos that has been stolen by a renegade of the order. The Byblos is a collection of prophecies announcing a chain of events that could trigger a vast cataclysm in the world.

After a long pursuit, crossing areas ravaged by war and misery, The Bearer and Ergo are able to corner the fugitive in the center of an ancient construction. However, before they are able to recover it, the whole area is swallowed by an abyss.

Sometime later, both awake locked inside a strange structure without any way to escape. However, they are no longer alone. Strange beings called The Messengers are also summoned there. Soon, they will discover that something darker than they could imagine is about to start, a war in the shadows in which both will have a leading role.

The Bearer

The Bearer is one of two main characters of the game and one of the cornerstones of the story. She is a twenty-year-old girl who works in secret for a holy society called Nathaniel as a hunter of nightmares. A decade ago she awakened the entity Ergo Mundus making a pact with him. This unusual act allowed her to partially control the creature as well as share some of his powers.

Oddly she has no name, since as part of her pact with Ergo, the demon “ate it”. Nobody can remember what she was called before, so the other characters refer to her as “The Bearer of Calamities”, the given name of anyone who holds Ergo Mundus (while the latter simply calls her “Baby”, a nickname used to upset her).

At the beginning of the game her background is not known, but as the story goes on and the characters travel deeper into Arcane, various fragments of her past, as well as the moment when she signed her pact with Ergo, are displayed through enigmatic dreams and visions.

Of the two main characters, The Bearer carries the greatest emotional charge. Her personality is serious and melancholic. She hates the supernatural, believing that it is what destroyed her family and her chance to have a normal life. Above all she hates herself and the special blood that flows through her veins due to her pact with Ergo. However, despite her tough facade, she is still a young woman who dreams about the same things that any other girl of her age would.

The Bearer of Calamities uses the pages of Ergo as weapons. She can will the pages of the book to appear around her forming anything she imagines, from angelic wings to swords, which she can use to attack enemies or defend herself.

Ergo Mundus

Ergo Mundus is the companion of The Bearer, as well as the character who takes the male protagonist role in the game. He is an enigmatic immortal creature (Nathaniel calls him a demon, but the truth is that nobody knows for sure what he really is) who, centuries ago, triggered a conflict that almost plunged the world into a state of chaos. After being stopped through the combined efforts of Nathaniel, the Church and the Saint Elienai, Ergo’s physical body was so shattered that, to avoid his destruction, he was forced to hide his soul in a book. Since then he has been under the close supervision of Nathaniel, which agreed to allow Ergo to exist in that form in return for his help destroying other creatures like himself. However, to do so one condition is necessary; someone must sign a pact with him, a contract that allows that individual to control the demon’s powers and, on unusual occasions, re-create a temporal body for him.

Ergo’s personality is very charming in his own particular way. He is an egocentric foulmouthed character who craves attention. He loves making cynical comments only to disturb The Bearer, and he is always reminiscing about the past atrocities he committed. However, the truth is that he is not as terrifying as he pretends to be, nor has he perpetrated such horrible acts. In fact, Ergo doesn’t remember anything about his past before being sealed in the book, although he has never confessed it to anyone.

Of course Ergo’s background hides much more. His true identity, as well as the real reason why he has been bound in the book for centuries, will be essential to the story.

Ergo’s fighting style is very violent, but with his own stylistic look. He attacks by creating cuts in mid-air (which is visually represented as “energy claws”) and summoning monsters that emerge from his body or directly from the ground.

Ergo and The Bearer’s relationship

The bearer and Ergo Mundus have a curious relationship. Outwardly they express mostly indifference and hatred towards each other, however, this disguises fondness though this isn’t clear at the beginning of the story. At the start of the game their relationship is purely “master and slave”. The Bearer despises the monster that for years Nathaniel has taught her to hate and Ergo loathes the human who has the power to control him as a simple pet. However, the player will soon discover that she has a particular affection for him, not only because Ergo saved her during their first encounter (at the time she made the pact), but because after being reunited years later, she realizes he has always been at her side.

Ergo’s feelings are more contradictory. Proud and egocentric, he will not realize how important she has become to him until it is almost too late. For a long part of the game he will try to bother her all the time with cynical jokes, but he will surprise himself more than once putting his life in jeopardy protecting her.

The Messengers

Throughout almost the entire game The Messengers play the role of the main antagonists. These are creatures that have been summoned to the interior of Arcane, whose memories and minds shape the chambers of the ruins.

Several centuries before the beginning of the story, the prophet Harael Grimoire had a disturbing vision; in a near future twenty-one creatures would be the harbingers of the end of all existence. Since Harael had never been wrong before, Nathaniel took the threat very seriously and, from that moment, their agents have tried to locate and eradicate the foretold “Messengers of the End”.

Based on Harael’s predictions the organization created a list of twenty-one candidates which embodied the greatest threats to the world. Since then, the organization placed a special emphasis on their capture and destruction, but given the considerable powers and intelligence of such beings, they have been unable to neutralize any of these threats.

These “Messengers”, represented by the twenty-one Major Arcana of the tarot, are immortal beings of huge power who, to a greater or lesser degree, have been involved in several major events in the history of Gaia. Even if they bear no relationship, their long lives had allowed them to know each other. Ironically, Ergo Mundus is considered one of The Messengers, but is now forced to hunt his compatriots.

Of course, each one of them has an interesting background with deep motivations and a complex life. With the cut scenes of their areas, and book scripts that Ergo and The Bearer can collect, the player will discover who they really are as well as their personal drives, giving them character development so that they become more than just ”bosses” to be vanquished.

Created by a collaboration of occidental and asians authors, Anima Beyond Fantasy is a license recognized for its role-playing books, miniature wargame and card game. Anima products have been translated into English, Spanish, French, Italian and German, and are available in more than 20 countries worldwide.

Our teams consist of professionals with a wide body of knowledge in the field of developing games of all types. Our ranks include people like the creative mind behind the Anima Beyond Fantasy world, Carlos B. Garcia, and amazingly talented artists like the internationally known Wen Yu Li.

Our goal has always been to create a game of the highest possible quality, a work that would be a memorable experience for anyone who plays it. Unfortunately, although we would like to say that we can embark upon the project on our own, we realize that we have a limited number of people to achieve it and, most likely, the team would be unable to accomplish the desired result. Therefore we have resorted to Kickstarter with the conviction that, by raising money in this way, we can create a great game without sacrificing any of the quality we are determined to achieve.

Project Monitoring

Everyone who is involved in the project, regardless of the size of your contribution, will be informed of the evolution of the game and will see how our work is progressing “behind the scenes”. For this, we have created a blog and a forum that will allow you to contemplate the progress of our work and ask the questions you consider relevant.

However, our intention is to go beyond simply reporting the project status. Since it is thanks to your collaboration that Gate of Memories will be possible, we want to hear your suggestions and opinions, thus making you a small part of our team. Therefore, there will be decisions that we want you to participate in, since it will enrich the quality of the game.

Of course, we have additional goals planned, that we would be able to implement in Gate of Memories if we are able to raise a large amount of money.

$120,000 or more

  • 10 additional skills or powers for each of the main characters.
  • 4 additional enemy types.
  • A vocal main theme and ending theme.


  • 10 additional skills or powers for each of main the characters.
  • 4 additional enemy types.
  • A highly detailed new zone to explore.
  • Additional cut scenes and dialog to add story and character development.


  • 5 additional skills or powers for each of the main characters.
  • New finishers and QTE animations.
  • 20 New sub-quests and additional events.
  • 2 additional playable characters with many customizable options.
  • Boss rush mode.


  • Release of the game on 1 console.
  • A cooperative mode that will allow 2 players take on the adventure together.
  • 2 Additional Messengers, each one with their respective areas.


  • A fully animated opening and closing cut scenes.
  • A secret final boss, who can only be unlocked by completing certain story quests and choosing certain options.

$500,000 or more

  • A VS mode in which players can fight each other or against a series of special enemies.
  • A survival mode played out in an additional dungeon as endgame content.
  • A playable epilogue that link the game with its sequel.

We would like to thank all of the people who believe in us. It is because of your faith in our work that we are able to make things that entertain us all. We would also like to express our gratitude for looking at our project here. With your help we can turn our project into a reality.If you have any question about this project, feel free to contact us here on this Kickstarter campaign or at



Poster: Maxim Bardin. Category: Uncategorized. Tags: , ,
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5 December

Days Of Dawn On Kickstarter

Days of Dawn is an old school RPG that tries to catch the feeling of the classic games of the 16-bit era with a beautiful much improved HD graphics.

Explore a world whose magic just came alive in a beautiful roleplaying game featuring round-based combat and a unique magic system.

Wondrous events are taking place – forces yet unseen haunt the people of Kalea – toddlers hovering in the air, a wife ignites her house in anger. Sent out to explore the origin of these forces, our young heroes unravel a sinister plan and learn about the secrets of a past thought to be long forgotten.

Remember that special flair and feeling, roleplaying games once had, with you immersing deep into a world of wonders and fantasy?

Interact with interesting characters and find companions to assist you on your journey
Interact with interesting characters and find companions to assist you on your journey

„Days of Dawn“ is an old-school roleplaying game coming in HD-glory, pledging to take you back into this world – imagine classic titles of the 16-bit era in beautifully handpainted hi-res graphics and an orchestra-quality soundtrack.

A mysterious cave
A mysterious cave

The village theme, an example of the games wonderful score from the outstanding game-music composer Michael Stoeckemann (Sound of Games).

Your up to four companions encounter the most vivid and original creatures in a blazingly fast sequential round-based combat system while researching the mystery of marvelous powers recently felt and seen in the lands of Kalea. Learn to use these forces by channeling your feelings – use emotions instead of spells to evoke powerful magic with a surprise. Chose your path and your companions to enter a vast network of nonlinear storylines in a world whose magic just came alive.

Battle original creatures in many unique battle scenes
Battle original creatures in many unique battle scenes
  • Explore an open world full of mysteries and adventure in multiple nonlinear storylines
  • Experience a unique magic system with an emotional approach in a world whose magical forces just awakened
  • During your journeys, have three companions out of a range of seven complex player characters join your party
  • Engange battle in an incredibly fast and intuitive round base combat system
  • Join in-group interaction and social involvement among your party members
  • Encounter original characters and creatures in beautifully handpainted scenery and a fantastic muscial score
  • Basic version to be developed in English and German, additional languages possible
  • Will be available for PC, Mac and Linux
Original creatures roam the lands of Kalea
Original creatures roam the lands of Kalea

In a world, whose magic just came alive, magic is experienced as an alien force of unknown nature, evoked by emotional outbursts. Without scientific research of these mysterious forces, there’s no spells to chose from or tomes to study.

Those gifted with these powers can unleash them in times of danger or need, yet unable to control the exact nature of the effects they evoke; instead, the characters nature and it’s current situation influence the effect called. Only as they advance on their quest, they start to learn to handle these forces and gain the ability to choose an emotion to channel into magic and, later on, a specific effect to cause.

With two additional traits – emotional control and emotional strength – and seven feelings of differing intensity, not only do your characters personalities influence the outcome of magic usage, but also the experiences and encounters they make during their journey.

In April 2012, Tassilo gathered a team of highly talented, gaming-addicted professionals from the games industry summing up to a total of 45 years of business experience and having joined forces to create nothing less but the game of their dreams. Among the titles we’ve been working on you’ll find names like AION, Jagged Alliance Online, Rainbow Moon and Settlers 7, War of the Worlds and Lords and Knights.

Click here for a detailed team description.

Works from Tyler Edlin, Nadia Enis and Anako
Works from Tyler Edlin, Nadia Enis and Anako

Meeting Dawn, another example of Sound of Games’ wonderful soundtrack.

We had the chance to showcase the games prototype to the press and the feedback was outstanding. See for yourself:

– “An ambitious and exciting project. You can feel the developers passion for Days of Dawn. RPG-fans should keep an eye on it!” (

– “We’re eagerly awaiting the game and hope, it will live up to our expectations. With these indegredients and this team, we can probably be quite confident about that.” (

– “We could get some small insight into a coming indie RPG and have been thrilled by the presentation […] Roleplaying-fans should keep an eye on this title!” (

– “If Bumblebee is going to keep their word, we can expect an exciting RPG next year.” (

– “Fans of old RPGs should keep an eye on that title […] it’s like a declaration of love to RPGs of that time […] This could be something really, really beautiful coming up.” (

We’re a bunch of professionals from the video-games industry who teamed up to create nothing less but the game of their dreams. While we found many interested publishers during this years gamescom, we soon realized that this way of creating Days of Dawn would come with a lot of tradeoffs – loss of the brand, monetarisation and other cutbacks of the original concept we feel to be important to the vision of our game. To sum it up: We want to go the indie way.

With a project of this size and complexity (we expect about 11 months of dedicated fulltime work), kickstarter and so eventually the player itself is our chance to create our vision as it was supposed to be. By supporting us in our kickstarter-campaign, you are actively supporting the idea of Days of Dawn and us, the team who’s about to make it come true. By supporting us on kickstarter, you’re kind of getting part of the creation process, of the whole team.
You are making a dream come true.

For this, I want to say thank you. It’s great to have you guys around here. Let’s make Days of Dawn become reality. Now!

To make this game come true, we did our best to keep the budget as small as possible. All of us work on this game out of love for the genre and the project. To make it happen, we’ve set a very low base goal, but would love to enhance the game as much as possible, with your help. If we exceed the basic goal, we’ll be able to put even more time and love into the game and will add additional stretchgoals as we progress in the funding.

95,000$: Our basic funding goal will take us to the completion of the game. With this goal reached, we’ll be able to complete the game on a great level of 25 unique and original creatures, 15 types of mixable, handdrawn areas, 25 original and illustrated characters and stunning 30 minutes of orchestra-quality music.

120,000$: This first stretchgoal will allow us to double the number of nonplayer-characters to interact with, all painted in beautiful detail by the talented Anako and allowing us to increase the overall gameplay and depth.



Poster: Maxim Bardin. Category: Uncategorized.
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3 December