Noctemis Platform Horror-Adventure On Kickstarter

Noctemis is a mix of adventure classics like Megaman and the legend of Zelda with a unique art style and story driven horror-adventure experience.

What is Noctemis? 

Noctemis is a side-scrolling platformer Video Game for the PC, Mac, Linux and eventually the Xbox, OUYA, and PS3 target markets.


Noctemis takes place during the late 1800’s, on a small island slightly north of mainland Europe, in the modest town of Horrow-Brook. Horrow-Brook was once a beautiful and bright city of opportunity and life. However for over a decade a curse has plagued the city of Horrow-Brook. This curse causes those who fall asleep to drift into a comatose state and release horrifying dream spirits into the world around them. This curse has slowly caused the entire population of Horrow-Brook to slip into a state of horror and deprivation.

Spirit Example (Dholl)
Spirit Example (Dholl)

The people of Horrow-Brook were panicking as more and more people fell into their deep sleeps and released these nightmarish creations into the world around them. Just as all hope seemed lost, a powerful and frightening figure, known only as Mon. Sr., brought the people of Horrow-Brook together and gave them the tools necessary to fight against these spirits. These tools consisted of specially designed weaponry and armor meant to combat the spirits. The most potent weaponry that Mon. Sr. brought to the people of Horrow-Brook was known as Syrum S.

Syrum S is a liquid concoction that prevents those who inject it from dreaming in their sleep, and therefore they become incapable of releasing these “evil spirits” into the world around them.

Witch Spirit (Dholl)
Witch Spirit (Dholl)

Just as with any drug, humans eventually become more tolerant to it and therefore need increasingly high dosages in order to benefit from the effect. This increased dependency on Syrum S would normally not be a problem, but unfortunately Syrum S is very expensive.

Due to the high cost of Syrum S the people of Horrow-Brook have stopped spending their money on the other necessities of life such as repairs to their homes, the purchasing of toys for their children, and even simple things such as the care of their clothing. Due to these circumstances the city of Horrow-Brook is in a state of disrepair. Buildings are missing doors, have broken windows, leaking rooftops, and the city bell tower hangs to one side as if ready to fall onto the cobblestone street below.

Not only has the general economy been devastated by the need for Syrum S, but the Order requires gratuitous amounts of time from any healthy, strong, able bodied man to fight for the order against the spirits of nightmare. This has left no time for the youth to work the fields, fish the ponds, cut the trees, or repair the buildings.

Fears of the Sea bring about horrific sea creature nightmare spirits. (Dholl)
Fears of the Sea bring about horrific sea creature nightmare spirits. (Dholl)

As time has gone on more people cannot afford their dosage of Syrum S and therefore risk the chance of releasing dark spirits from their dreams.

In the beginning, with the release of the first dark spirit, the ocean began to swell, the sky grew dark, the trees started to die, and a darkness began to crawl towards the island from the distant horizon as if attempting to slowly swallow the city of Horrow-Brook in eternal darkness. No ships have visited the island of Horrow-Brook since that day, and no contact has been made with anyone outside of the island since that day other than Horrow-Brook’s savior, Mon. Sr. , leader of the Order.

Mon Sr. (Dholl)
Mon Sr. (Dholl)


Current Setting(Where the game starts):

It has now been over a decade since the first spirit was released from a dreamer, and over a decade since Horrow-Brook has been cut off from the rest of the world. The people of Horrow-Brook now worship the Order in a cult-like fashion. This is done in order to stave off the paranoia they all suffer from as they fear each other’s desire for Syrum S as well as each other’s ability to release these evil spirits if not given the appropriate dosage of Syrum S.

Some spirits even burrow under the ground. (Dholl)
Some spirits even burrow under the ground. (Dholl)

No one knows how the curse came to be. Many people blame the sightings of the spirits of the dead in the graveyard on the edge of town, others question the eerie light that comes from the abandoned lighthouse, some even say it is a gypsy who brought the curse over from the mainland. Whatever the case, the horrors of this world have been spilled onto Horrow-Brook in the form of evil spirits, and there are few capable of taking up the challenge of solving the mysteries of Horrow-Brook as well fighting their way through hordes of evil creatures.

You play as the intelligent scientist Eldwin Kershner:

Eldwin Kershner (Dholl)
Eldwin Kershner (Dholl)


Main Character & Character Options:

Eldwin is a scientist who has dedicated the past ten years of his life working for the Order in order to create weaponry to fight the evil spirits who inhabit Horrow-Brook.

Your character will develop new skills and become adapted to his environment as you play the role of a scientist with the ability to create weaponry to fight against the spirits as well as create useful gadgets to assist you against any obstacles that get in your way.

The picture below is an example of an armor set you can create in-game for your character in order to combat the nightmarish creatures in the game.

Eldwin Spirit Hunter (Dholl)
Eldwin Spirit Hunter (Dholl)

After defeating spirits Eldwin can bottle their energies and release them to summon powerful spirits to fight for him. Very similar to summoning creatures in Final Fantasy only they stick around until they run out of energy.

Fulgrous: The Hound of Cruelty. (Summon Spirit) (Jared Sandall)
Fulgrous: The Hound of Cruelty. (Summon Spirit) (Jared Sandall)


What is the world of Noctemis?

The world of Noctemis is a dark and Horrific place.  Spirits Haunt the houses of those who have become “dreamers”, the dead walk the earth, and terrible nightmarish apparitions stalk the outskirts of roads, chapels, and the shoreline.

The people of Horrow-Brook are distant, as if appearing to be here in body, but not in mind. Darkness clouds the sky at all times of day and night, and a crawling darkness threatens to envelop the city of Horrow-Brook as it approaches in a thick, cloud-like substance from the distance.

Imagine your worst nightmares come to life, your childhood terrors become a reality, as you experience this dark, alternate version of the world around you.

Your nightmares become reality. (Dholl)
Your nightmares become reality. (Dholl)

No matter your personal fears, fantastic whims, or curiosities, Noctemis is sure to be an encompassing and enjoyable experience for anyone who likes a deep and enthralling storyline mixed with fast-paced gameplay and a rich environment as well as a unique art style.

Gameplay Details?

Noctemis rewards skill as well as creativity.

There are a plethora of unique items to choose from, as well as a great upgrade and creation system that really tries to strike home the idea that your character is a skilled scientist and mechanic.

Even the armor your character adorns changes your movement, the toughness and speed of your character, and the ability to climb, jump and maneuver about the world around you. Collect resources and gadgets and implement them on your workbench to create cool and unique weapon combinations.

Noctemis is a sidescrolling, 2D, action-horror, platformer with a lot of cool and developed puzzle mechanics. The overall gameplay is very akin to a mix of other popular titles such as: super meat boy, n+, binding of isaac, and the Zelda Titles.

Noctemis is truly a unique experience that draws inspiration from many other games, but delivers them in a way that hasn’t been this involved in the way the player’s choice of play-style and overall personal choice have a direct effect on the gameplay.

Fear Causing Crow Caller (Jared Sandall)
Fear Causing Crow Caller (Jared Sandall)

You fight large, small, frightening, and sometimes even deceivingly cute creatures with a HUGE selection of weapons that only grows as the player decides how they want their weapons to react and be used on the enemies they face.

Deceivingly Cute.  (Jared Sandall)
Deceivingly Cute. (Jared Sandall)

In game Screenshots?

Dungeon Room
Dungeon Room
Great Hall
Great Hall
Demo Main Menu
Demo Main Menu
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8 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

Retrobooster – Survival Space Platform Shooter

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

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3 December

Indie Game Oniken Gets A GNU/Linux Version

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.

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18 November

I Will Survive – On Kickstarter

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.


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15 November

Knock-knock – Platform Horror Survival Game

Knock-knock is an unique platform horror survival game using the Unity game engine, so a GNU/Linux client is very likely.

“We will be able to release the game for iOS and Android devices.

Most likely we will be able to release the Linux version of the game as well. It is hard to guarantee it now, as it fully depends on whether it would be possible to flawlessly port a Unity 3D game to Linux, and judging by their recent statement (see, the possibility is very high. ”



In late November, 2011, a strange and troubling event has happened to our studio. We have received an anonymous e-mail which suggested that we should produce some “unconventional” game based upon the materials attached to the letter. Such offers are a dime a dozen and most of the time they barely deserve any attention at all, however, this one seemed quite different.

The attachment contained a set of 19 files added to an archive titled “lestplay”. The files (snippets of text, scraps of audio recording, video footage fragments) as well as the style and wording of the message itself appeared to be rather disturbing. The surface examination did not reveal anything straightforwardly terrifying, yet we could not escape the feeling that something truly sinister was lurking underneath.

The stranger was begging us to complete the project he has started, yet he also made us well aware of the risk we took as the proposed ludic situation would potentially explain what calamity befell whoever has compiled the ominous archive, thus urging ourselves to meet the same fate.

The unknown Author was a gentleman and a scholar – he stated that he would introduce no boundaries to our creative freedom, yet he insisted that along with the ludic situation itself the items forming the “lestplay” archive should be included into the game, “else everything would be futile”.

Alongside a significant number of others, we tend to lend a certain amount of credibility to mysticism, yet this specific predicament seemed more like a shoddy mystification. We were fed up with a massive number of similar “cursed files” tricks and at times we felt inclined to erase the whole thing for good.

However, upon consideration, we still decided to take part in this experiment. At the very least we would find out what the result would be, and what awful fate would possibly await us, as we will obviously be the first people to play the game.

Please find the initial details of the story below.

There is a wooden house standing in the thick of the forest. A single man resides there.

As of late the house is visited by unusual Guests which knock on the window shutters inviting the hermit to take part in a game of hide-and-seek. The winning condition is simple, you have to remain alive and to retain your sanity till sunrise. This means that approaching the Visitors head-on might be a terrible idea.

As soon as the first Visitor emerges from the thicket – the countdown begins. Every passing hour brings the Guests closer to the house, its walls proving to be an obstacle they are well able to surmount. Something is already inside. Something is opening the window and banging on the cookware. Something has gained control of the cellar and the attic. The floorboards are creaking softly behind the wall.

Hiding alone would never suffice, the Visitors are well aware of your position. Thus, you would have to make your rounds of the house, searching for the breaches that let the creatures of the woods inside and doing your best to mend them.

You could prevent the walls from being breached even more if you keep a close eye on the telltale signs and manage to bring some light into the room which would soon become an area of paranormal activity. The poltergeist would fall back for a while, if only to reappear in some other part of the house.

You could come across some useful loot which might contribute to your survival. The assortment and the stats of the items is always random, and the inventory is limited to 5 slots, so you would have to choose your gear preferences every single night.

If you manage to survive till sunrise, another monster would dissolve and disappear in the first light of dawn. But if the Visitors manage to get you before the sun shines… A mere thought of this outcome is nowhere short of terrifying.

Hide! We have to emulate hide-and-seek with monstrous creatures of nightmares. It turned out to be a hybrid of Lode Runner, Home Alone and Nightmare Ned.

Don’t look now! Keep (your avatar) away from the night visitors. The objective of each new night is to hold out until dawn and stay sane. The Night (a level) lasts for 7-10 minutes each.

Turn on the light! Only illuminated rooms are a safe haven and allow freedom of movement. But the light does not last for long and needs permanent supervision.

Fix the house! The more breaches there are in the house, the more fear, darkness and creatures of the sick mind the hero has to withstand.

  • Each night a number of useful tools appear in different rooms.
  • The player builds his very own house: any combination of rooms, stairs and doors are allowed. Any new room would increase the total amount of health and safety of the hero and open up new opportunities.
  • Every kind of Guest has a unique appearance, damage range, and personal characteristics. New seasons of the game will follow.
  • Everything that happens in the house is a clue. Uncover clues, master levels, stay sane and you will eventually expose the underlying mystery.

The game-developing company, Ice-Pick Lodge, was established in 2002 in Russia. The headquarters are in Moscow.

Our portfolio consists of three finished projects: Pathologic, The Void, and Cargo! – The Quest for Gravity.

The first two games were awarded a prize for The Most Non-Standard Game at the Russian Conference of  Game-Developers KRI in 2005 and 2007, respectively. The games also received high ratings in popular gaming magazines in both Europe and Russia.

We believe that video games are interactive and personal, a new form of art. Video games are a way to engage the player to self-evaluate and realize that his actions in the game also reflect the strengths and weaknesses of his own core being and his destiny (not just the hard drive).

The studio’s approach to the gaming process is original and distinctive, because it allows a person to feel, experience, and comprehend the borders of the game, its form, the dialogue of the game and the gamer. If we are making a new kind of game, our addressee isn’t the consumer. He is the co-author.


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5 August

Clone Wolf: Protector Is Out For GNU/Linux !

Clone Wolf: Protector is an interesting 2d platform game with simple “old style” graphics in which you control “Wolf” and his clones and guide them to protect villages and defeat monsters and bosses.

Meet Wolf, a bearded carpenter, who has lost his family and decided to wander the world and protect anyone in distress. He owns a magical medallion that can instantly create his double to aid him in his fight.


You get to control up to 32 player characters simultaneously!
The game combines a 2D platformer and a tower-defense genre: defend each village from incoming monster hordes, using a combined strength of your player character clones.
Visit 5 different villages, fight 10 boss types and countless monsters, enjoy a stylish chiptune music by FUXOFT.

Gameplay Video

Dev story
The game is based on my Ludum Dare #20 submission. I have decided to rework it, add more content and release it for the October Challenge 2011.
The game was built using the fabulous Flixel engine.


Thanks Grzegorz Budny For Letting Us Know About This Interesting Game

Clone Wolf: Protector
Flixel Engine
October Challenge 2011

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8 November

Help Fund “In The Dark” !

The indie company Escapement Studios are working on a new unique platform game called In The Dark.
They have made some progress and the game looks good already, but they are looking to fund their project to be able to quit their jobs and work on it full time.
Currently they managed to get about $3,000 of their $10,000 goal, and if you donate more – you get more, and if they will manage to raise more money then their goal – they will release bonuses (like soundtrack under a free license).
The game will have a native GNU/Linux client, so go ahead, donate and make the game happen !

In The Dark is a puzzle / platformer game about the monsters in the shadows, who don’t just hate light, but actually hit it like a solid wall. Bump is one such monster. He had a good life under a bed until one day his human family moved out. Now he must find his way to their new home before morning or he will disappear! On his journey Bump will encounter many bigger, scarier monsters than himself. He’s not big or mean, but he is clever and must trick them or sneak around them if he is going to survive.

In The Beginning…
About a year and a half ago, we began our first official voyage into the world of indie game development. With limited resources and experience, we decided to start basic. We knew that, rather than relying on extreme graphics, the feel and setting of our game was going to be critical to its appeal. So we designed a world in which imagination could take over where your childhood left off – a world in which monsters exist, lurking within the shadows, threatening to snatch you up the moment you leave the safety and comfort of the light.

In The Game…
You play as a tiny, friendly shadow monster named Bump. During the day, he sleeps under a human child’s bed, and at night he comes out to play. But one day, Bump wakes up to discover that his friend has suddenly moved away, leaving him behind. If you know one thing, it’s that you have to find your friend’s new home before the sun comes up. Why? Monsters hate the light and if they get stuck in it, then they disappear! Unfortunately for Bump, at night there are thousands of monsters outside of his house that are much bigger and meaner than himself, and if he’s not careful he might get eaten!
It’s a good thing that Bump is very clever.
You see, not only do all monsters have an aversion to light, but they also have to treat light like a solid object. Being a clever monster, Bump must manipulate his surroundings and use beams of light to defeat enemies and create a path to his new home.

In The Making…
We’ve hit a number of milestones since starting this project. Mark has worked diligently to perfect the game’s handling and the map editor (the editor will be included in the game package). With practice, we’ve been improving the quality of the animations and the environment. We’ve got countless ideas for different monsters and ways for Bump to interact with them. The foundation for the whole game has been laid out, but we are limited at this point by, you guessed it, time and money. We’re going to need to fund our artists so they can take time away from their normal paying jobs to make any more progress on the game.
f you donators go above and beyond and fund our project even after we’ve reached our goal, we can guarantee that we will also go above and beyond to make this game unforgettable. So far, we’ve only investigated using music tracks under creative commons (read: free), but extra funds might give us the opportunity to commission some fantastic customized audio. We’ve been contacted by a couple of music groups who have expressed interest in the game, and we would love to enlist their help. We also intend to make this game available to PC, Mac, and Linux users; it will even be able to run well on netbooks. But in order to do this, we’re going to need to invest in test computers to ensure compatibility.

We expect this puzzle game to be unique and exciting for people of all ages. To all of you out there who decide to donate to our project, we cannot thank you enough and we look forward to finally producing In The Dark.

About Video

Gameplay Video


Escapement Studios
In The Dark Kickstart Page
In The Dark IndieDB Page

Thanks Anton Moiseev for bringing this project to our attention

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14 August

Blocks That Matter Coming Soon To GNU/Linux

Swingswing Submarine the company that is working on Seasons After Fall (release date : when it’s done), has now released a new game called Blocks That Matter, and soon will port it to GNU/Linux.

Blocks That Matter is a puzzle/platformer in which a tiny driller robot travels underground in order to save its creators, kidnapped by someone who wants to steal their work. The robot can drill blocks of matter, collect them, recycle them into new pieces and destroy lines.

Gameplay Footage

Our intention is exactly the same than the one we had when we created Tuper Tario Tros.: we want to create a unique game experience mixing games elements and mechanics. The mash-up concept is a popular genre and that’s something we really like because it allows players to see how games that seem different at first can share the same DNA.

The game will be released in the middle of April 2011 on the Xbox Live Indie Games channel, and a few weeks later on PC, Mac and GNU/Linux. The price isn’t set yet but you can expect it to be available for less than 5 dollars.

Blocks That Matter
Swingswing Submarine
Seasons After Fall
Tuper Tario Tros

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17 May

Miegakure – A Puzzle Platform In Four Dimensions

Miegakure is a platform game where you explore the fourth dimension to solve puzzles.
Our world is three-dimensional: width, depth, and height. But what if there was a fourth physical dimension that we cannot see, in addition to the other three?

This game is about exploring the consequences of being able to move in four spatial dimensions. It plays like a regular three-dimensional platformer, but at the press of a button one of the dimensions is exchanged with the fourth dimension, allowing for four-dimensional movement.

Think about a two-dimensional character living on a horizontal, flat two-dimensional plane. To this character, height would be a foreign concept. A number of actions we three-dimensional beings take for granted feel like absolute magic to this two-dimensional character.

For example, if there is a wall in the shape of a circle around an object in 2D, it is essentially closed-off, since to reach it one would have to leave the 2D plane. It is also impossible for an outsider to know what is inside.

But us 3D beings can see the object from above, and also simply lift it off the ground to move it outside, essentially teleporting it. Now by analogy a four-dimensional being could perform many similar miracles to us living in only three-dimensions. This game allows you to perform these “miracles.”

The game medium makes the mathematical concept of a fourth dimension easier to understand by allowing to experience it first-hand, using trial and error, as opposed to being told about it.

The game is currently in development and the goal is to release it in downloadable form for consoles and PC/Mac/Linux. There is no announced date and platform yet. There is no publicly released demo at this point. There will be one when the game is released though, so please be patient 🙂 Thanks.


Thanks X64 for letting us know about this game.

Poster: Maxim Bardin. Category: Uncategorized. Tags: , ,
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10 April