Fate Tectonics Gets A Release Date And Launch Trailer

Developer Golden Gear Games and publisher Toy Temp have announced a release date for Fate Tectonics, their world building puzzel game where you have to keep the God-like Fates happy.  You'll be able to download the game from Steam on September 9th 2015.

"Build up a world piece-by-piece using the power of the god-like Fates, while keeping them happy enough to avoid world-shattering temper tantrums!"

Features:

  • Easy to pick up and play casually, but also offers deep challenge for more strategic players.
  • The powerful Book of Saving system allows you to step through and modify your playthrough!
  • Beautiful motion comics bring your world, and the terrible powers of The Fates, to life!
  • Handcrafted in-game pixel art, a soundtrack of symphony & steam, Twitter-shareable worlds!
  • Harness the power of a pantheon of fates, each with their own unique destructive powers!

Coming to Steam on September 9th 2015 for PC/Mac Fate Tectonics is a world-building puzzle game that asks the player to carefully consider the placement of tiles, each lovingly rendered via pixels that are reminiscent of the 16-bit era.

Make sure to follow the developer and game on Twitter. You can check out the Steam page here, and mark sure to mark your calendar for September 9th!

Toronto GameDev: Flat Thumb Interactive

The other night I found about Flat Thumb Interactive, a local developer who released Aerobatic on the iOS and Google Play Store.  In the game you play as a bat, in a endless runner (flyer?) collecting power ups:

"Break your friend's records in the growing world of Aerobatic! Use unique powers to collect greens, avoid obstacles, and fly as far as you can!"

Aerobatic Launch Trailer! Available for free! Twitter Follow us @flatthumb iTunes http://itunes.apple.com/app/id926052300 Google Play https://play.google.com/store/apps/details?id=com.flatthumb.aerobatic Website http://www.aerobatic.ca

You can download the game for free from Google here, and from iOS here.  Make sure to also follow the studio on Twitter.

Planet of the Eyes Releases on Steam August 24th

The first game I ever wrote about was Planet of the Eyes on tumblr. Back then the game was trying to get greenlight, now the game has a launch date and launch trailer.

You can download Planet of the Eyes on August 24th on Steam, make sure to check out their steam page here. There is also a brand spanking new launch trailer:

Planet of the Eyes is coming to Steam for PC on the 24th August 2015! http://store.steampowered.com/app/350970 Website : http://www.planetoftheeyes.com Twitter : http://www.twitter.com/cococucumberco

Make sure to follow the developer on Twitter, and stayed tuned to TorontoGameDevs.com for the latest on the game.

Behind the Scenes of the Bowhemouth Mode In Runbow

13AM Games is really killing it lately. They've announced some more indie characters in Runbow, as well as a release date for the game.

Moving right along, IGN released a video that details the hardest mode in Runbow, Bowhemouth, which is a gauntlet mode that must be beaten in one sitting.

Learn all about what makes the adorable, beautiful Runbow's new mode tick.

Runbow lunches on Wii U August 27th. Make sure to follow them on Twitter and stay tuned to TorontoGameDevs.com for the latest.

Exclusive: Mark Media Interview

Drew Parker over at Mark Media was kind enough to answer a few questions about Mark Media and Shuyan the Kung Fu Princess.  This interview was provided to our patreons early, and now available on the main site. Check it out below!

TorontoGameDevs.com: Tell me a little bit about yourself, and Mark Media. The history of the studio, when it was formed, how big are you guys?  How long has Drew been in the video game/tech industry?

Drew: Mark Media started in 2009 originally as a TV animation company called Mark Animation.  In 2011 we evolved into games, and in 2015 we now also do TV documentaries and films.  We're currently at around 50+ people.  We have two core gaming properties right now, Shuyan the Kung Fu Princess, which is targeted at the mid-core market, and Miaomiao, which is for preschoolers.

As for me, I started as a game programmer over 12 years ago, worked up to a Technical Director position at Mark Media, then transitioned to my current role as Creative Director on Shuyan the Kung Fu Princess.

 

TorontoGameDevs.com: What's it like to work for a tech company in Canada, specifically Toronto?

Drew: There is a lot of funding support and incentives for game and tech companies in Ontario, like from the Canada Media Fund (CMF) and the Ontario Media Development Corporation (OMDC), so that is a huge benefit for companies working on digital properties.

And in Toronto there are all kinds of game companies, from Ubisoft to Phantom Compass, so being here is great for networking around games, both on the business and personal fronts.

 

TorontoGameDevs.com: Shuyan is a game about finding the essence of kung fu through self-restraint.  What kind of challenges did this present while designing an action/fighting game? 

Drew: A bunch.  But one of the biggest challenges was trying to design a combat game that feels like a combat game, and yet isn't a combat game.

And what does that mean?  The real essence of kung fu is to not fight.  The Chinese character for kung fu literally means "to stop the fighting."  With Shuyan we are trying to get to the essence of kung fu instead of the cliche.  And while the cliche of smashing a room full of enemies is fun, and we still want that action and excitement, we want to hit that deeper meaning of finding self-restraint through kung fu training, and using your power to give mercy to others more often than destroy everything.

But the goal and mechanics of practically every single melee game, and even every combat game, is to obliterate the opponent with as much force as possible.  So how do you make a combat game about not doing that?

So more specifically the design challenge becomes following enough genre conventions to give the right emotions and experience, but breaking enough conventions to provide a new and unique experience. And what's the unique experience we're going after? Feeling like a kung fu master who effortlessly flows around opponents deflecting their attacks, and spares them by throwing or disabling them instead of crushing them.  So we have a system for that, the soft kung fu system.

But if you only flow around enemies and deflect attacks, that is pretty counter-intuitive for players based on every single game they've played.  And it's the same with kung fu training, people start off thinking kung fu is only about fighting.  So we discovered through playtesting that we actually have to have a hard kung fu system, lead with that to match player expectation, and then gradually introduce the soft kung fu mechanics - then people get it.

 

TorontoGameDevs.com: How does the gameplay design reflect this core idea?  How do players respond to the philosophy?

Drew: The game design reflects the core idea of self-restraint and kung fu philosophy in a number of ways.

In the fighting system, you can choose at any time how much force you want to use -- how much to punish your opponents. And you choose between using hard kung fu, which has more explosive attacks and kicks, and the soft kung fu, which has more throws, arm locks, and deflective type movements.

In the narrative, when other characters take advantage of you or attack your self-interest, you decide how far to push the line when dealing with them.  Also, the combat and narrative systems interact, so for some characters how much punishment you give them in the arena will affect how they respond in the narrative.

And finally, of course all characters remember how you treat them, so the smaller altercations start to add up.

So through all these systems, the player can choose how to express themselves and treat the other characters, while trying to achieve their goals. They choose whether to follow self-restraint or not. But the kung fu master is constantly teaching them this philosophy and way of life, and isn't always obvious or apparent how exactly to follow that philosophy, and that philosophy may even be in opposition to the player's self-interest and goals.

In terms of player response, we find players are very open to the concepts of kung fu philosophy, as long as we don't confuse players by not letting them punch people first. In other words, we let them get a bunch of enemy smashing out of their system first before we introduce the philosophy.

We find players are very interested in the unique premise of a "merciful" kung fu battle, and they enjoy the quick weaving back and forth of narrative and combat.  But we're still building, testing and refining the broader strokes of the narrative with the kung fu progression as we try to nail the best experience possible.

 

TorontoGameDevs.com: The game utilizes manga/comic elements in the narrative.  How important was crafting the story along with the gameplay, and who was the team that worked on the script?

Drew: The story is very important to the experience we want to create. The gameplay revolves around this idea of journeying towards being an authentic kung fu hero, which at its core includes absorbing and utilizing the kung fu philosophy through kung fu training.

But to be truly tested on whether the player chooses to follow that kung fu philosophy or not, they must be presented with a number of dilemmas and contexts which compel them to do otherwise.

Kung fu is actually a way of life -- when I took kung fu my teacher said even professional fighters spend less than 1% of their lives fighting, so you've got to get something else out of it -- which primarily is this philosophy. But then your understanding of that philosophy is tested in life's decisions, and so we have a branching narrative to test the player's understanding of the values at the center of kung fu.

We brought onto the team three amazing writers who worked on games such as Mass Effect 2, Batman: Arkham Aslyum, and Star Wars: The Old Republic to help us craft a powerful branching story to achieve these goals.

Our Senior Game Designer, who previously worked on the Thief series, met constantly with the writers. In a narrative game the story design, game design and level design are all very tightly linked.  So the writers and designers work very closely together to ensure all the relevant game and story elements present were in sync and reinforcing each other.

 

TorontoGameDevs.com: Anything else you want to share about Shuyan? What has you most excited about the game? When can we expect it to come out? Where can gamers keep up to date with the game?

Of course for me everything about the game excites me!  But I think I'm most excited about how the game is trying to capture an authentic kung fu spirit.  How it features true kung fu movements, true kung fu philosophical teachings, and a true kung fu approach to dealing with aggression -- using something that can melt aggression... not fighting force with force, but something more powerful, which is empty, free of intention, and mysterious.

Kung Fu is closely tied to the Tao, and the founder of Taoism Lao Tzu said, "He who controls others may be powerful, but he who has mastered himself is mightier still."

So capturing the kung fu spirit in the game... that's what I'm most excited about.

In terms of release date, unfortunately I can't give any official word on that. But a good site to keep an eye out for updates on the game is here: http://www.gamerkungfu.com/

 

Thanks again to Drew for answering our questions, and Julia at Mark Media for setting everything up. We'll have more on Mark Media as time goes on, but keep in mind that they are hiring at the moment.  Make sure to stay tuned to TorontoGameDevs.com for the latest on Mark Media and all other game developers in the Toronto area.

SSMP Gets A New Trailer, Website, And Will Be At PAX

Indie developer Jon Remedios released a new trailer for his upcoming game SSMP (Shoot Shoot Mega Pack).  The game is a minimialist party shooter for up to 4 players.

Features:

  • Smooth, yet frantic 2D shooter gameplay for up to four players.
  • Preset games, customizable rulesets, and party mode allow you to play however the heck you prefer.
  • Sleek minimalist graphic design visuals by Gavin McCarthy
  • A whimsical dynamic soundtrack by Ryan Roth
  • Really great names to choose from. Like Bearman, Justice Machine, and Greg.

Learn how to SSMP like a pro in just six easy steps. GUARANTEED. http://ssmpgame.com

Make sure to follow the game on Twitter.  SSMP also announced they will also be at PAX this year as well.

Finally! There is also a new website devoted to the site which you can check out here, which includes a podcast for game developers.  Make sure to stay tuned to TorontoGameDevs.com for the latest on the game.

Runbow Gets A North American Release Date

Nintendo World Report had the exclusive on a release date for 13AM Games upcoming platformer Runbow.

The game will launch on August 27th in North America for $14.99. If you had downloaded the demo during E3 you'll get a 15% discount.  A release date for Europe is still incoming.

13AM Games just announced more secret characters and is now being described as the indie character version of Smash Brothers.  For the latest on Runbow, be sure to follow TorontoGameDevs.com.

Little Red Lie Gets A Little Red Trailer

After announcing the game not to long ago, indie developer Will O'Neill has released a trailer for his upcoming interactive short story Little Red Lie.  The game is said to be about "debt, family, and the truth about honesty."

Little Red Lie is a contemporary adventure game about debt, family, and the truth about honesty. Created by Will O'Neill, the writer and developer of Actual Sunlight, the game is a narrative-focused experience that will release in Early 2016. For more details, please visit littleredlie.com, and follow @willoneill (twitter.com/willoneill) on Twitter.

Little Red Lie is planned for release in Early 2016. Stayed tuned to TorontoGameDevs.com for the latest on the game, and everything going on in the Toronto game developer scene.

Runbow Gets More Secret Characters

The guys over at Nintendo Life got the exclusive on some new secret characters for the upcoming platformer Runbow.  They are:

  • Gunvolt from Azure Striker Gunvolt 
  • Teslamancer from Teslagrad 
  • Clone from Stealth Inc 
  • ARID from The Fall 
  • Xeodrifter from Xeodrifter 
  • Princess from Chariot 
  • Max from Mutant Mudds 
  • Drifter from Hyper Light Drifter 
  • Unity Chan (Unity Japan's mascot character)

This on top of already announced secret characters such as Juan from Guacamelee.  Check out the trailer below!

Runbow's release date draws ever nearer and we've been gifted with yet another trailer that shows off yet more characters to enjoy in this crazy 9-player run-em-up. New to the roster are Gunvolt from Azure Striker Gunvolt, Teslamancer from Teslagrad, Clone from Stealth Inc, ARID from The Fall, Xeodrifter from Xeodrifter, Princess from Chariot, Max from Mutant Mudds, Drifter from Hyper Light Drifter, and Unity Chan (Unity Japan's mascot character)!

As I've mentioned on the podcast, I'm really excited for Runbow, and it was really cool to interview them last month. Make sure to stay tuned to TorontoGameDevs.com for the latest on the game.

Developer Update For Empyrios

Following the new screenshots released for Empyrios last week, developer Creoterra wrote a blog post going over their updates on the HUD, character and environment art, and the website itself:

"Over the last few months our art director Jove took on an insane amount of work. He went through the entire collection of game art and added a huge amount of detail to everything ranging from the characters to the environments. There were quite a few characters rebuilt from the ground up such as the Caelum, and others with huge amounts of work changing them from male to female in order to add more diversity."

Make sure to check out the full post here, and check out the released screenshots here.  Creoterra is now working on getting a gameplay trailer up, as well as kicking around the idea of Square Enix Collective. We'll have the latest for you right here on TorontoGameDevs.com.

Hand Eye Society Starts A Beta Buddy Program - Beta Test Games!

Our friends over at the Hand Eye Society started a Beta Buddy Program. What is the Beta Buddy program you ask? It's a program to sign up to be a beta tester to test out unreleased games, or if you're looking for beta testers, you can  sign up for the program as well to get testers:

"Interested in playing games before they’re released, and telling the game creators what you think? We can help you out. Want people to play your game and get their feedback? We can help you too! We’re starting the Beta Buddy Program to help game creators get the feedback they need, and provide an outlet for people who want to contribute to and get insight into this iterative creative process."

If you want to sign up to test out games, you can fill out the following form.  If you're an indie developer and want to have your game tested, you can fill out this form.  Make sure to check out The Hand Eye Society for all the details.

Castle Game Launches Today On PlayStation 4

As we mentioned last week, The Castle Game launches today on PlayStation 4. With the PlayStation store now updated, PS4 players can download the game for $14.99, PlayStation Plus users get a 20% discount.

Introducing the Castle Game, a new strategy defense game for the PS4 from Neptune Interactive Inc. http://www.theCastleGame.com Build impenetrable fortresses and elaborate mazes with hidden traps, backed up by archers with flamed arrows, armoured knights, and long-ranged catapults. Control the flow of battle and cast powerful spells to defeat the Dark Lord's army.

Make sure to check out the PlayStation store and download the game today. We'll have a bit more with guys from Neptune Interactive, so keep your eye on TorontoGameDevs.com for the latest.

Hegemony III: Clash of the Ancients Coming August 25th

Longbow Games announced today that their strategy game Hegemony III: Clash of the Ancients will be coming to Steam later this month:

"The Battle for the Ancient World has Begun! Centuries before Caesar, Alexander or Philip, the forested hills and rocky coasts of ancient Italy draw cultures from across the Mediterranean with promises of wealth and prosperity. Bronze-clad hoplites from the powerful Greek city-states set sail across the Adriatic to carve out bridgeheads of Hellenic culture amongst the native Italic hill tribes, while aggressive bands of Gallic Skirmishers make the trek South across the Alps in search of fertile new land. And along the marshy banks of the Tiber river, a small upstart city called Rome battles for independence from the established Etruscan confederacy.

But only one faction can rise to become the greatest empire the Mediterranean has ever seen. Will Rome fulfil its destiny to rule the ancient world or will history be rewritten to forge a new Etruscan, Gallic, or Greek hegemony!"

Command armies, manage resources, and build an empire in this real-time strategy wargame from Longbow Games. Will Rome fulfil its destiny to rule the ancient world or will history be rewritten to forge a new Etruscan, Gallic, or Greek hegemony!

The game launch August 25th with a 10% launch discount, as well as a 20% discount for those who own their earlier games Hegemony Gold or Hegemony Rome. Make sure to check out the Steam page to purchase the game.

Kickstarter: The Wizards of Trinity Bellwoods

Independent developer Chris de Castro has announced a Kickstarter for his upcoming game, The Wizards of Trinity Bellwoods.  The game focuses on picking up collecting cans from Hipsters in Trinity-Bellwoods (which is a neighbourhood in Toronto).  

"Let's go Wizards and keep the park clean! In the great city of Toronto there exists a grand park named Trinity Bellwoods. During the hot summer months, swarms of people -- mostly hipsters -- sprawl across its lush greens. They sip fine brewed beverages, but leave the cans behind. This plague of empty aluminum vessels would threaten the beauty of the park if not for the valour of a few brave souls. They are the Wizards of Trinity Bellwoods, and their magical quest is to banish the scourge of cans from the land."

Donate to the Kickstarter and become a character in the game! https://www.kickstarter.com/projects/chrisdecastro/the-wizards-of-trinity-bellwoods In the great city of Toronto there exists a grand park named Trinity Bellwoods. During the hot summer months, swarms of people -- mostly hipsters -- sprawl across its lush greens. They sip fine brewed beverages, but leave the cans behind.

Make sure to check out the full Kickstarter here and help this game get funded.  TorontoGameDevs.com will have more on this game as we get closer to the end of the Kickstarter.

Will O'Neill Announces Little Red Lie

Independent developers Will O'Neill is a busy guy these days. With Actual Sunlight coming to Vita this month, and working on Planet of the Eyes, you'd think he would be done.

Now, we know he is also creating Little Red Lie, a short story adventure game set in Scarborough:

"Inspired by the growing gap in wealth and stability between the baby boomers and their descendants, the game takes place in the relatively near future, and speculates a world in which major financial institutions begin to shift strategically towards securing the only asset of a generation with little to no value: Their inheritances.

In the midst of this final collapse, you take control of two people living on either side of this equation. The contrast in their fates - and what it reveals - is only the foundation of what is ultimately a drama about debt, family and the truth about honesty."

Will says there will be more details, including a demo, later this month. TorontoGameDevs.com will have the latest on the game, but in the meantime, make sure to follow Will O'Neill on Twitter.