Star Shipping For GNU/Linux Released !

Posted: 6th December 2012 by Maxim Bardin in Uncategorized

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.

Anima – Gate of Memories On Kickstarter

Posted: 5th December 2012 by Maxim Bardin in Uncategorized
Tags: , ,

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



Days Of Dawn On Kickstarter

Posted: 3rd December 2012 by Maxim Bardin in Uncategorized

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.



Terry Welsh the developer of Retrobooster let me know about his upcoming survival space platform shooter  game (which looks excellent even at this stage of development)

My name is Terry and I am making Retrobooster, an upcoming 2.5D survival shooter and cave-flyer. It was a hobby project for a long time, but my day job was holding me back. In July, I quit my job at NASA and became a full-time indie game developer.

Retrobooster lets you pilot a thrust ship across the galaxy, focusing on the thrill of flying just as much as blasting enemies. Some cave-flyers keep the flying slow or neuter the physics in some other way, but Retrobooster enhances its survival theme by keeping the flying fast and tense. This is accomplished with a combination of clever control laws and realistic physics. Retrobooster also sports colorful explosions and other effects produced by a custom particle engine. All of this produces an arcade experience with a balance of bullet hell mayhem, flying challenges, and delicious pyrotechnics.

The gameplay consists of skill-based flying and shooting, grabbing tokens to get power-ups and weapons, and figuring out how to get through each level. Beating a level can mean rescuing people, solving puzzles, or surviving speed-flying challenges. Replay value comes from multiple difficulty levels, the chance to play for high scores, and your constantly improving ship control skills.

Retrobooster is about two-thirds through development. The gameplay has matured enough that I am now releasing its first playable demo. I hope this will generate good feedback that will help make it a better game.

Platforms: Windows, Linux
Release: TBD 2013
Price: TBD

* Classic thrust ship controls, plus reverse thrust
* High quality physics, with believable collisions and death by crushing
* Unlocked levels can be replayed anytime
* 4 difficulty levels
* Single player or up to 4 players split-screen
* Cooperative and deathmatch multiplayer modes
* Acquire weapons and power-ups by destroying enemies
* Electronic soundtrack by Kevin Meinert –
* Customizable controls
– Keyboard
– Mouse and keyboard
– Game controller (Some popular controllers are recognized automatically.)

Playable demo:
This demo will not be finalized until Retrobooster is complete. Expect demo updates as the game improves.

Official webpage

Steam Greenlight page


Screenshots :


My background is in visual simulation and virtual reality, but games are a whole lot more fun to make. I have long been interested in artistic programming as you can see from all the OpenGL screensavers .

Retrobooster has been a pleasure to create, and I hope you try the demo.


Terry Welsh

Telepath Tactics On Kickstarter

Posted: 28th November 2012 by Maxim Bardin in Uncategorized
Tags: , ,

Telepath Tactics is the third game in the Telepath series (which also includes Telepath RPG: Servants of God and Telepath Psy Arena 2 ) from Sinister Design , and like the other games – it will also support GNU/Linux.

Telepath Tactics (like the other games in the series) is a deep turn based tactical combat which explained in more depth in the following video :


What is Telepath Tactics ?


Fantasy tactics with mod support, manipulable battlefields, a Fire Emblem-style campaign and hotseat multiplayer.

The Kickstarter presentation

Imagine that Fire Emblem and Disgaea had a baby, and that baby turned out to be a prodigy…

“With destructible buildings, bridge construction to create new flanking opportunities and the ability to throw people into lava, it sounds like Telepath Tactics may contain all that is necessary for my tactical needs.”Adam Smith, Rock Paper Shotgun

“The gameplay recalls Sega’s Shining Force series, mixed with a bit of Advance Wars — as a fan of both, I definitely approve of the direction this one’s taking!”The Indie Games Blog

“Like all games of war—digital and otherwise—you must learn how to use the terrain to your advantage. You can smash through walls, rob the high ground, build bridges, and lay down explosives. You can also back your foes into undesirable puddles of stuff, like water and lava. For a change, try flinging your best friend off a cliff.”GameZebo

Telepath Tactics is the first tactics game where I felt competitive in a good way and had a great time whether I was winning or losing. I love the use of environmental effects in TT and they’ve led to some interesting land grab battles where it was more about controlling, deforming, or transforming the maps to win than directly battling my opponent.”Phil Tibitoski, Octodad


The Game

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 (i.e. you and your friends playing together in the same room, Super Smash Brothers style).



Telepath Tactics takes place in a fantasy-steampunk universe that averts most of the tropes you’re used to from these sorts of games. Magic doesn’t exist: instead, there is psionics and steam-powered technology reliant on a volatile, crystalline substance called vibra. Cavaliers don’t ride horses: they ride giant, armored praying mantises. There are no elves, no dwarves, no goblins, no dragons: it’s just humans and a few other, entirely original sentient races (such as the shadowlings, disembodied floating heads that quite literally feed on human suffering).



Telepath Tactics takes a highly deterministic approach to combat mechanics. Attack damage is 100% predictable, and attacks always hit unless there is some intervening factor (such as the attacker having been blinded, or the target having some special defensive status effect). In this regard, it is very much a game of skill akin to chess—chance will seldom determine the outcome of a battle.

Telepath Tactics borrows liberally from the best tactics games around to provide a wide variety of available strategies. Throw enemies off of cliffs; push enemies into water or lava; fling friends across gaps; set your enemies on fire; freeze them; blind them; cripple them; stun them; use hit-and-run tactics with cavalry and bowmen; teleport; grab item drops; stick your ranged units on the high ground to boost their effectiveness; the list goes on and on.

Telepath Tactics also brings fresh new environmental manipulation mechanics to the table. Push boulders, barrels and tables in the way to block off certain routes; build bridges to create new routes across water or lava; build barricades to brunt an incoming attack; destroy walls, doors and bridges to open up or close off routes of attack; shoot through open windows; place down explosive charges to create a trap for an unwary opponent. Telepath Tactics supports all of this and more.

The enemy AI in Telepath Tactics is aggressive and reactive. The enemy will not just sit around the battlefield waiting for your characters to wander into aggro range or trigger a script—instead, the AI will actively maneuver and seek out ways to get at your most vulnerable characters.

Telepath Tactics multiplayer comes with 22 unique character classes, each with its own strengths, weaknesses, and battlefield roles. The single player campaign features unique, named characters based off of these classes, each with its own custom stats and leveling schemes.

You don’t have to be content with the selection the game ships with, however. Telepath Tactics features extensive mod support that allows you to create custom multiplayer maps, custom tilesets, custom destructible objects, custom items, custom attacks, custom character classes, and even whole single player campaigns filled with unique characters, enemies, dialog and cut scenes. Everything is stored in easy-to-edit .xml files, so modding is a cinch.

The game also comes with a full-featured map editor to make creating new battles fast and simple. Create your own, or download someone else’s: Telepath Tactics supports all of the above.

There is a lot more I could say about the game. Rather than talk your ear off, however, I will direct you to the latest draft of the Telepath Tactics manual with more (and more detailed) information on how the game works.


Every single thing you read in the section above is currently in-game and working. There is no question about whether this project is too ambitious to complete: it isn’t. The lion’s share of the really tough stuff is already done. I just need more resources to give the game all the content and polish it needs.


I’ve crunched some numbers, and $25,500 is the bare minimum amount of money it will take to finish Telepath Tactics to my satisfaction. (Please note that I am not counting wages for myself in this figure. I don’t want a salary; I just want the money to get this thing done right.)

Here are the things your contribution will fund:

  • Hiring a sound designer to create all of the sound effects for every last button click, movement, attack, character death, item usage, and action in the game.  Estimated cost: $12,000
  • Hiring a composer to flesh out the game’s soundtrack with more music.  Estimated cost: $4,000
  • Hiring artists to create more art: tilesets, destructible objects, character portraits, NPC sprites, and a second gender for each character class.  Estimated cost: $4,000.00
  • Promoting Telepath Tactics* at PAX East.  Estimated cost: $2,000.00
  • Hiring a web designer to build a proper website* for Telepath Tactics.  Estimated cost: $1,000.00

Now, if you’re good at math, you might be scratching your head right now. “Craig,” you might say, “that’s only $23,000. What is the last $2,500 for?” Good eye. The last $2,500 is to cover the estimated 10% cut that Amazon and Kickstarter take from whatever we raise. (For instance: if we raise $25,500.00, I estimate that these guys will take a $2,550 cut; that leaves just about $23,000, the amount I need to cover the expenses listed above.)

* Publicity is important to the game: it means more people for you to play against in multiplayer, and more people creating single player campaigns for you to play. Trust me, you want this!


In the event that this happens, I have a wish list a mile long for extra goodies I could pack into the game! If it starts looking like we’re going to break past $25,500, I’ll update this section with stretch goals for ways in which we can make Telepath Tactics even more awesome.

Forsaken Fortress On Kickstarter

Posted: 24th November 2012 by Maxim Bardin in Uncategorized
Tags: , , ,

Forsaken Fortress is a special RPG game in which you build your base, defences and assemble your team against monsters attacks in a post apocalyptic world.
In this game you must explore the wastelands for material you can use to upgrade your base, build turrets, walls and parts of base like clinic to heal your squad or training rooms  and assemble your team from variety of professions – you will also need to keep their moral high.

This game uses the Unity4 game engine so a GNU/Linux client will be made.


What is Forsaken Fortress?

Unlike many other existing post-apocalypstic RPG, Forsaken Fortress emphasize on base management, defense, team management and resource collection. In the game you need to build and defend your base from waves of hostiles and to use the break time to explore the surrounding environment for supplies and to work on missions. In order to survive in this dangerous world, you need to assemble and maintain a specialized team that is made up of unique and individual characters. You need to utilize their professional skills in order to achieve optimized team functionality. The game also incorporates many simulation-derived elements, such as building entertainment for the team to maintain morale or upgrading accommodation for the team so they can rest well.

Core Features

While an RPG at heart, Forsaken Fortress draws influences from variety of sources and all that elements work together to provide a cohesive and engaging gaming experience.

Base Defense and Management
Your base will be assaulted by a range of hostile forces, ranging from rival squads to the twisted denizens of Earth’s surface.  Position your forces, upgrade your weaponry, and maintain the perimeter to ensure survival during prolonged sieges!

Resource Collection and Story Based Missions
While your base is not under attack, your squad will need to collect resources and work on missions in the surrounding environment. The most coveted prizes will not be left unguarded, and you may have to fight tooth-and-nail to acquire what you need. Balance survival with completing the mission — an improperly planned all-in strategy could easily lead to disaster!

Rich Character Development and Interaction
You squad is comprised of unique characters.Each character has unique personalities and traits. These traits can be positive – such as the Cat Eye (better performance at night) – or negative – such as Cowardice (a propensity to flee from battle). Traits can be dynamically developed throughout the game. For instance, if you frequently send one person into bloody combat, he or she might develop a trait of Aggressive (may ignore orders during a fierce combat). You can interact with different characters to manipulate their attitude towards you. For instance bribing will increase the relationship temporarily, while developing friendship will increase the relationship in a long term.

Personnel Management
Outfit and balance your expedition teams to suit the needs of the mission, and assign squad members within the base to where they will be needed most – fences will need repair, bunkers will need gunners, the injured will need healing, and supplies must be distributed. Balance labor and relief to maximum squad members’ morale.

Morale Management

Your team will respond to working and leisure conditions as a real team would. Match team members for harmony and effectiveness, determine performance rewards, and construct base facilities to maintain morale.

Realtime Combat
Squad-based realtime combat system brings you maximum tension and a brutal combat experience. With enemies that are ten times stronger and a thousand times more vicious than humans, the only way to survive is to rely on technology and tactics. If you don’t act quickly and intelligently, you will be overwhelmed. Control your character while issuing orders to your comrades. Cooperation between different squad members is a critical part of achieving success!

Mass Destruction
Shrapnel, ricochets, destructible environmental features, and vehicles all come into play within Forsaken Fortress. Take advantage of the game’s advanced physics engine and dynamic environment with exciting strategic gameplay!



When will Forsaken Fortress be released?

The release date is targeted for the 2013 holiday season. This will be a DRM-free, cross-platform release, meaning you can play on any PC or Mac.

Who is Photon Productions and why support Forsaken Fortress?

We are an indie studio with a goal of bringing some new experience to the futuristic RPG genre. What you see here was put together by a small team comprised of two artists and two programmers in a small underground bunker near new york. We have been working part-time on this project for nearly half a year. Making a RPG game like this is difficult. During this half year, we have experienced many difficulties such as, time shortage, losing manpower, etc. And we realized that it is almost impossible to achieve what we promised without turning part-time staff into full-time. Kickstarter is our best chance of getting funded. And in fact, the Kickstarter’s competitive mechanic is making us more productive and dedicated. We eager to bring you the best that can be offered!

Your funding will be going towards the acquisition of new staff members, pay for software licenses, and to maintain the employment of current team members.
With your help, we will make this game the best it can possibly be! Thank you for your time and your contributions!




Get Crusader Kings 2 For $10 !

Posted: 18th November 2012 by Maxim Bardin in Uncategorized
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According to marlamin Crusader Kings 2 will have a native GNU/Linux client on Steam.
And like Serious Sam 3, it now has it’s own sale !
You can get Crusader Kings 2 for only $10 via Green Man Gaming (normal price is $40) !
Also you can get many of it’s DLC packs at great discount (but some are already out of stock, as strangely as it sounds for digital media).
If you want to buy it from other places like Gamers Gate for example, please check that they indeed supply a steam key (gamers gate, sadly doesn’t).

About Crusader Kings 2

Europe is in turmoil. The lands are fragmented into petty fiefs, the emperor struggles with the Pope, and the Holy Father declares that all those who go to liberate the Holy Land will be freed of their sins. Now is the time for greatness.

Increase your lands and fill your coffers, appoint vassals, battle traitors, introduce laws while interacting with hundreds of nobles, and create the most powerful dynasty of medieval Europe. A beleaguered king will always have friends to support him. But beware, as your rule and realm may find trouble when a loyal vassal becomes a bitter rival. Stand ready, increase your prestige, and listen to the world whisper your name in awe. Do you have what it takes to become a Crusader King?

  • Start a game in 1066 and forge 400 years of European history
  • Take on the role of a Christian noble and carry them through the ages from Count to Emperor via the line of succession
  • Gather Prestige for every successive character you play, furthering the glory of your dynasty
  • Expand your feudal domain at the expense of your rivals
  • Unravel the plots of your courtiers and vassals, each armed with their own agendas
  • Re-enact the Crusades, defend against the Mongol onslaught, and form feudal nation-states
  • Struggle with the Pope for control of the bishops
  • Relive the Middle Ages with up to 32 other players in a competitive multiplayer mode Screens



Indie Game Oniken Gets A GNU/Linux Version

Posted: 18th November 2012 by Maxim Bardin in Uncategorized
Tags: , , , ,

Oniken is a retro 2d platform game heavily inspired (from the trailer) by the early Ninja Gaiden games (which I spent ours upon hours playing on SNES)
You can get it on Desura for $5 starting from 22/11/2012.

Mac and GNU/Linux versions of Oniken will be made available this Tuesday November 22th through Desura .
When purchasing Oniken (USD$4.99), player will be able to download any of game’s three versions and will also be able to download Oniken’s original sound track and extra content.
Players that have already purchased Oniken also will have acess to the new version through Desura or Bundle sites. Oniken is also on GreenLight.
Watch Oniken’s launch trailer:

Oniken is an action platformer, highly inspired by 8-bit games of the late 1980’s and early 1990’s. This influence is visible not only on Oniken’s graphics and sound design, but also on its story and even on game’s difficulty.
Oniken takes place on a post-apocalyptic future when a global war nearly destroys human kind.
The few survivors are oppressed by a large military organization called Oniken. Player takes the role of Zaku, a ninja mercenary that takes part on the resistance movement.


About Oniken

Oniken is a 2D platform action indie game that make use of 8-bit graphic style. Everything on Oniken, from the character design to the music, is a tribute to the 8-bit action games from the NES era. So if you like old-school games be prepared for Oniken and remember… Oniken is NES hard!

Oniken Full Version Features:
-6 Missions divided in 3 stages each
-Boss Rush Mode
-11 Bosses
-10 Mini Bosses
-Awesome Cutscenes
-Online Leaderboards


About the Developers

Danilo Dias – Architecture bachelor, Danilo loved videogames from a very early age and always tried to make his own games. After falling short with some projects during adolescence, two years ago Danilo decided to restart an old idea and teamed up with his friend Pedro. This project became Oniken, which is a tribute to his favorite games from the 8 and 16-bit generation, such as Ninja GaidenVice: Project Doom and Kabuki Quantum Fighter.

Pedro Paiva – Pedro Paiva is responsible for the game art in some of Oniken’s levels. He is a senior student from UFRGS’s Visual Arts, teaches videogame developing in workshops for kids and teens and is also a gamer and indie developer. His other games can be seen on his blog/portfolio Arcaica .


About JoyMasher

JoyMasher  is an indie game studio founded by Danilo Dias, Thais Weiller and Marco Galvão on early 2012. Studio focus on creating gaming experiences closest possible to 8 and 16-bit era games with a touch of contemporary concepts. Besides Oniken, JoyMasher also made available for free download MRC6-454 and Major Maox, two short games that represent our game design goals.

I Will Survive – On Kickstarter

Posted: 15th November 2012 by Maxim Bardin in Uncategorized
Tags: , ,

I Will Survive looks like an interesting platform game with dark homer, uncensored adult content, gore and zombies.
All animations are made frame by frame, drawn by hand and looks excellent.
With ~50 playable characters and ~150 monsters/zombies to kill, this is a huge amount of work.
I really don’t know why there are so few backers to this project with it’s already low goal of 5,000 British Pounds.

I Will Survive is a multi-genre, somewhat endless game in a comic style with an uncensored design an story built on sarcasm and satire.
Decaying Logic needs your help. We are a small team founded in 2011 by Matt D. C & Lampros Papadopoulos working towards our dream of finishing and releasing our game ‘I Will Survive’. We are reaching out to the gaming community because we want our project to reach its highest possible potential.

The more funds we have the more we can do and the more platforms we can aim at, and…. software licenses are really expensive and we don’t have big company pockets.

Most stories follow the hero, the survival minded protagonist who will prevail no matter what situation is thrown at him. We want to take the opposite approach and focus on the people whose lives were cut short due to unforeseen consequence, and therefore not able to tell their story no matter how heroic or tragic.

I Will Survive has been up on Steam Greenlight for a few months now and we’ve had a lot of attention and overall a great response from the community. You can find the page HERE if you want to check it out and maybe help us out with a vote up and see our game on Steam.

As well as for the PC, Mac and Linux, we will be making versions for Android and IOS. We want to try to bring the game out on as many platforms as possible and if we can we’ll go for the Xbox360 and PS3 too.

We have around 50 playable characters so far and our enemy count almost triples that. Quality to us is number one and we never re-skin the same characters or enemies to give the game more filler. Every level and environment is built from the ground up. The idea of reusing the same levels and copy pasting everywhere is pointless and we would rather put in the effort. Eye candy tastes good and we have lots of it.

Each character has its own unique weapons and capabilities, with its own story to tell, which will play out in segments as you switch between them.

Everything you see in the game is hand drawn and animations are carefully done frame by frame then colored, animated and polished down again to give each movement the smoothest possible finish.

As a thank you to all who donate to help our project reach its full potential, we have a bunch of cool stuff to give away such as T-shirts, key rings, stickers, original signed artwork from the game, PDF and some hard copies of our Survival Guide/Art Book.




Thanks for reading this and looking at our project. For more pictures of the game and artwork, checkout the IWS website HERE.

Check out the website to see more screenshots, concept art and to generally get to know more about the game. You can also follow what we’re doing via Twitter, IndieDB, Facebook, joing our STEAM group or of course at our little dev blog on the website.


Unity 4.0 Released !

Posted: 14th November 2012 by Maxim Bardin in Uncategorized

The Unity4 Game Engine that brings GNU/Linux support and many, many, many new games that uses it – is finally released !
Unity4 was the number 1 engine of choice by most Kickstarter game projects and thanks to it, they could promise a GNU/Linux client for their games.
Unity4 brings a huge boost to the GNU/Linux gaming – and was a big part of me discontinuing my “Upcoming GNU/Linux Games”  list.
It just got so huge that I could no longer keep track of upcoming releases.


The press release :


Unity 4.0 Launches

San Francisco – November 14, 2012 – Unity Technologies, provider of the Unity multi-platform engine and development tools, is proud to announce Unity 4.0 is now available for download. Unity 4, announced in June, will consist of a series of updates designed to improve the product through an extensive improvement of existing tech and the rollout of new features.

The first in a series of updates for Unity 4, this version includes significant additions such as DirectX 11 support and Mecanim animation tools. In addition users will have access to a Linux deployment preview and the Adobe® Flash® Player deployment add-on.

“Unity 4 will see the addition of an incredible number of new, highly advanced, features and continuous improvement across the tech to be released in smaller, faster increments than Unity has seen in the past,” said David Helgason, CEO, Unity Technologies. “It’s an exciting time for Unity and the 4.0 release marks the beginning of a great new era for our technology.”

Mecanim – Stunning Character Animation
Mecanim, Unity’s powerful and innovative animation technology, is setting new industry standards for tools in integrated development environments allowing the creation of complex state machines, blend trees, IK rigging, and auto retarget animations to characters of different sizes and shapes, all inside of the Unity editor. Developers will find a sizeable selection of retargetableanimations available in the Unity Asset Store:

DirectX 11
With the ability to take advantage of full DirectX 11 support, including shader model 5, tessellation for smoother models and environments in game worlds, and compute shaders for advanced GPU computation, Unity 4.0 empowers developers. DirectX 11 support development was aided by development of the Butterfly Effect demo:

High-end Visual Capabilities for All Platforms
Unity 4.0 also features real-time shadows on mobile, skinned mesh instancing, the ability to use normal maps when baking lightmaps, and a refined GPU profiler. It’s easy to make extremely high-end visuals that scale across the best of what’s available on modern PCs and the most advanced mobile graphics chips.

Adobe Flash Player Add-on
The Adobe Flash Player deployment add-on will empower developers to publishtheir new and existing titles to one of the world’s most ubiquitous gaming platforms on the web. With the wealth of incredible features in the 4.0 release, Unity is the most powerful development pipeline for creating high quality 2D and 3D content for Adobe Flash Player. The add-on is now available for sale in the Unity store:

Linux Publishing Preview
Unity 4.0 will also include a preview of a new deployment option to publishgames to Desktop Linux, clearing a path for the Unity community to bring exciting new content to the PC market’s most voracious indie gamers. Desktop Linux standalone publishing will be available for all Unity 4 users at no additional cost.

Unity 4 introduces many additional features and improvements, including:
? Shuriken particle system supports external forces, bent normals, automatic culling, and environmental collisions
? 3D texture support
? Navigation: dynamic obstacles and avoidance priority
? Major optimizations in GUI performance and memory usage
? Dynamic fonts on all platforms with HTML-likemarkup
? Remote Unity Web Player debugging
? New Project Window workflows
? Iterative lightmap baking
? Refined component-based workflows
? Extensible inspectors for custom classes
? Improved Cubemap import pipeline
? Geometry data improvements for huge memory and performance savings
? Meshes can be constructed from non-triangle geometry – render points & lines efficiently

Unity 4 and the Adobe Flash Player add-on for Unity are now available for purchase at the Unity store (

About Unity Technologies
Unity Technologies is the creator of Unity, an intuitive and flexible development platform used to make wildly creative and intelligently interactive 3D and 2D content. The “author once, deploy everywhere” capability ensures developers can publish to all of the most popular platforms. Unity Technologies boasts a thriving community of nearly 1.5 million registered developers including large publishers, indie studios, students and hobbyists. Unity Technologies aggressively re-invests in its award-winning 3D development tools and democratization initiatives, such as the Asset Store digital content marketplace and Union game distribution service, in order to remain at the forefront of innovation. Unity Technologies is headquartered in San Francisco and has offices in Canada, China, Colombia, Denmark, Finland, Germany, Japan, Korea, Lithuania, Sweden, Ukraine, and the United Kingdom. For more information, visit: