Orbit Swarm is out now on Google Play
Our pixel-art space roguelite has landed on Android. Pick a ship, chart the Star Map and fight through 30 waves to the Overlord.
Devlog
Progress updates, design decisions and the occasional bug story.
Our pixel-art space roguelite has landed on Android. Pick a ship, chart the Star Map and fight through 30 waves to the Overlord.
A roguelite needs pressure, but pressure that kills you feels cheap. How the Rot keeps you moving without being unfair — and the "kill everything" rule that playtesting talked us out of.
The main game plays itself. The Rift doesn't. Thirty seconds, one character, no auto-attacks — how we turned a too-easy side mode into the most active part of YARIK.
Balancing an idle game by hand means playing for days after every change. So YARIK has a simulator that runs the real combat code without a screen. Here's what it told us — including what's still wrong.
Our new game is an idle boss hunt, and idle games usually end in one answer: more damage. YARIK's answer is different — every boss reacts to every damage type, and some of them heal from yours.
Every floor of Mutaspire is stacked from small hand-made rooms written as plain text. Here's why we chose ASCII over a level editor, and how a seed turns them into forty different floors.
Our new game starts with one rule: every power Muta has must be visible on Muta. Here's how a pile of separate sprites turns a tiny larva into thousands of different creatures.
Armory War was built for a mouse. Here is how it became a touch game, and the bug you only get on a phone.
The studio has a name, a logo and now a home. Here is what this site is for and what is coming next.