Capybara Games Teams Up With Klei For Don't Starve: Shipwrecked

Klei and Capybara Games announced today they are teaming up to bring expansion pack to Don't Starve, Don't Starve: Shipwrecked, to PC, Mac, and Linux this fall.

"Sail to adventure through the treacherous seas of Don't Starve: Shipwrecked!

Klei Entertainment has partnered with our friends at Capy, creators of Superbrothers: Sword and Sworcery, Super Time Force and Below; to bring fans of Don’t Starve the latest single-player expansion: Don’t Starve: Shipwrecked!

With new playable characters, biomes, creatures and seasonal effects; Wilson and the whole Don’t Starve cast of characters embark on a sea-bound journey of exploration, adaptation and of course, starvation."

TorontoGameDevs.com will have more on the game as it becomes available.

The Castle Game Launches On PS4 August 4th

Independent developer Neptune Interactive Inc will be releasing their 3D tower defence game the Castle Game on PS4 next week:

"Build your own Castle and defend the Kingdom in this medieval fantasy 3D tower defense game. Create impenetrable fortresses and elaborate mazes, and defend them with hidden traps, brave knights, sharp-eyed archers, long-ranged catapults, clever engineers, and more! Use your unbridled creativity to construct your perfect defense. Attackers follow no pre-set paths, so you’ll have to cleverly place your defenses. Destroy the undead Bone King and his skeletal army. Bring down the legendary Frost Dragon that can freeze entire towns with its chilly breath. With 100% destroyable structures, wily AI, and fantastic effects, become the Master Tactician you really are."

the Castle Game features 15 maps across 3 modes Campaign, Survival, and Sandbox. The player will help defenders with "God-like" powers, as well as feature local voice overs.

Build your own Castle and defend the Kingdom in this medieval fantasy 3D tower defense game. Create impenetrable fortresses and elaborate mazes, and defend them with hidden traps, brave knights, sharp-eyed archers, long-ranged catapults, clever engineers, and more! Featuring an intuitive control scheme designed specifically for the PlayStation®4 system.

the Castle Game launches on August 4th on PlayStation 4 for $14.99 and featuring a PlayStation Plus discount.  Make sure to follow the developers on Twitter, and stayed tuned to TorontoGameDevs.com. We'll have more on the game next week as well as come code giveaways.

Exclusive: Interview With Tom From 13AM Games

Tom over at 13AM Games was kind enough to answer a few questions about their upcoming Wii U games, Runbow. Check out the full interview below! As a reminder, this was the first exclusive article forTorontoGameDevs.com, and you can have special early access to it by contributing to our patreon

TorontoGameDevs.com: First, can you tell me a little bit about yourself? About 13AM Games? How did you guys start and what's the history behind the studio?

Tom: My name is Thomas McCall and I’m the Lead Designer here at 13AM Games. We are a small indie company located in Toronto, currently developing the title Runbow for the Wii U. Our rag tag team of nine first met during George Brown’s post grad Game Design course in September of 2013. Either through destiny, careful planning, or black magic the nine of us seemed to get along and work extremely well together throughout the course. During the Toronto Global Game Jam in January 2014 we created the first prototype of Runbow, which would go on to win Best Design at the Level Up Showcase. We pursued a console release and Nintendo saw the potential Runbow had and really made the effort to work with us and give us the exposure we’d need. Runbow has always felt like it would resonate with the Nintendo audience. From then on, we’ve been developing and improving the game with Nintendo’s support wherever we needed it.

TorontoGameDevs.com: Why did you decide to work on Wii U for your first game?

Tom: The decision to work with Nintendo came from two factors. The first was that we wanted to get Runbow onto the platform we thought would really showcase its strengths as a chaotic local multiplayer game. As a bonus, the GamePad allowed us to create an asymmetrical mode, changing the dynamic of the game itself. The second factor was the the support Nintendo has given us right from the get-go. We would not be where we are today with the exposure we have if it wasn’t for them and their teams.

TorontoGameDevs.com: Where did the basis of Runbow start? Was it always going to be a nine player multiplayer platformer?

Tom: Runbow was conceived during the Toronto Global Game Jam. In keeping with the chaotic and crowded nature of the event, we set out from the start to make the game playable by as many people as possible. After throwing around several ideas for an hour or so, we landed on the concept of running through short obstacle courses while battering anyone in your way. The idea for the colour mechanic came from us trying to squeeze the theme of the year, “you don’t see the world as it is, but as you see it” in the game somehow. Dave threw out the idea of disappearing platforms with colour and it just grew from there. With those basics nailed down we went to work for the weekend eventually creating the first prototype of Runbow. Originally, we only went up to 8 players because we figured that was the sort of normal thing to do with a party game. It wasn’t until we got our hands on Nintendo’s hardware that we realized we could squeak one more in, which was a no brainer. Who likes being the awkward 9th wheel?

TorontoGameDevs.com: Speaking of nine players, I've always thought that was crazy. How did you achieve this? Was there a big challenge in distinguishing controllers? What about the frame rate?

Tom: The path to nine player Runbow started when Alex, our resident game hipster (he prefers game lord) remembered that the game Gyrostarr, a WiiWare game, had used tethered controllers. He sort of jokingly asked our technical director Marty if he could throw in our game. Marty, being Marty... just sort of did it. We all agreed that 9 is bigger (and thus superior) than 8, making the decision to include it easy. Marty claims that the controllers are actually really easy to distinguish as they come in tagged as separate entities right from the start.

Getting the game to run with an acceptable framerate was a bit more of a struggle than we first thought it would be. It took us a solid 2 -3 weeks of work to get it where we were happy with it for both visual and gameplay performance.

TorontoGameDevs.com: There are a lot of secret characters in Runbow from different indie games on Wii U, including some from follow Toronto developer DrinkBox Studios and their Guacamelee franchise. How did that come about? Did you approach them, or the other way around?

Tom: It all started at IndieCade 2014, where Nintendo invited us to demo our game. At the event, our booth was next to developers like Yacht Club Games and Ronimo Games. Our character at the time, Hue, had a pretty similar facial structure to Shovel Knight and the we jokingly asked if we could throw him in our game. After hearing the idea out loud, both sides realized it was actually an interesting proposition. They agreed and we used this show of faith and a little help from Nintendo to reach out and contact as many indie Wii U developers we could. Due to the awesome nature of indie developers, we received a bunch of positive feedback and quickly assembled a pretty large cast of interesting characters. From there, it was just on our artist’s to realize these other characters in our art style and make them all work, and I think they nailed it.

TorontoGameDevs.com: At E3 you were part of Nindies@Home. How did that come about? What was the reception like from players when they finally got to play the game?

Tom: The Nindies@Home program was proposed to us by Nintendo a few months before E3 and we definitely wanted to be involved. The reception of the event preview has been, for the majority, very positive and really helped us gauge what people thought of our game. Obviously we got our fair share of critiques and feedback which we took into consideration for the final polishing steps. The opportunity to expose our work to everyone, while still having the chance to implement necessary changes, was a huge help to us and we’d definitely consider doing events like this in the future.

TorontoGameDevs.com: What's it been like developing a video game in Toronto. Has there been a challenge with resources, or talent?

Tom: Toronto has been a great place to start up our studio and develop games. The community is extremely supportive and constantly holding events for people to meet and share ideas. I have personally worked at both XMG Studio as a QA tester, and Get Set Games as a level designer and both of those experiences have solidified that this is what I want to do, and this is the place to do it. We’ve also got a ton of help from George Brown College and funding from the Ontario government. All three of these factors make Toronto one of the few places where I think a startup like us can really thrive and accomplish its goals.

TorontoGameDevs.com: Do you have a firm release date for Runbow yet? Price?

Tom: I can only say that we are aiming for a Q3 release and that the price will not be anything unexpected or out of the ordinary. Once a few things solidify here on our end we will be able to give these details so stay tuned.

TorontoGameDevs.com: Anything else you want to share about Runbow?

Tom: Get ready.

 

A big thank you to Tom for doing the interview. Make sure to follow 13AM Games on Twitter and keep checking back here for the latest on Runbow.

DrinkBox Studios Announces Severed's Delay

Sad news today as according to Polygon, and Destuctoid are reporting that Severed from DrinkBox studios has been delayed outside its Summer release date.

"Severed is "days away from hitting alpha," DrinkBox said but it will not be complete in time to hit the summer launch window the studio had anticipated. "Severed is a really different game from anything we've made before and we want to take a few additional months for playtesting and tuning so that we can make it the best game it can be."

This really stinks, Severed is still one of my most anticipated games of the year, and I have faith DrinkBox Studios is making the right move here. They did not state a new release window, so hopefully we'll see it before the end of the year.  Make sure to stay tuned to TorontoGameDevs.com for the latest.

Actual Sunlight Releases On PlayStation Vita August 11th

Actual Sunlight, a JRPG inspired digital novel is set to release for PlayStation Vita later this summer.  Developer Will O'Neill expressed on the PlayStation Blog how he always wanted to bring the title to Vita:

"I love PS Vita, and this was the platform that I wanted to bring it to more than anything. Plus, with a tweaked interface that allows for greater clarity on interactions, as well as larger and much smoother text for an optimal reading experience on the go, this is the best version of Actual Sunlight yet!"

The game is special for Torontonians since the game actually take place in Toronto.  If August 11th is to far away for gamers, you can always buy the game on PC here.

You can check out the blog post here, and follow Will on Twitter.  Stay tuned to TorontoGameDevs.com for the latest on all games developed in Toronto.

Deals: PlayStation Discounts Several Games

The PlayStation store has been updated, and alongside the launch of N++ are some sales for Toronto developed games.  Make sure to check them out on the PlayStation Store.

Additional, Lost Orbit from PixelNauts has a 30% discount for PlayStation Plus users, the sale price is $8.39.  The sale will go on for a week until the store updates again next Tuesday, make sure to check out the PlayStation blog for the full store update.

N++ Launches Today On PS4

A huge congratulations to developer Metanet Software who have released their ninja platformer N++ on PS4 today in North America (yesterday in Europe).  Make sure to check out the launch trailer below:

https://www.playstation.com/en-us/games/n-plus-plus-ps4/ It's finally here! N++ is now available on PlayStation4. http://www.nplusplus.org In this fast-paced, action-packed puzzle platformer set in the distant 2D future, you play as a ninja -- darting through obstacles, narrowly evading a slew of inadvertently homicidal enemy robots, and collecting gold in a minimalist, sci-fi world.

A few interesting points, the first being that this is the last N game, there will be no sequels to N++.  However, it does look like the game will have DLC, as well as an increase in content and price:

"If that’s STILL not enough, we’ll also be adding more to the game with future DLC. (Note: whenever you buy the game, you’re also buying a “lifetime pass” to all future DLC. We are planning a substantial update that will increase the cost of the game / lifetime pass, so buy early if you’re looking to get N++ on the cheap! It won’t be going on sale much either, because, due to the level-sharing we have a relatively high cost per user, ruling out steep discounts)."

Make sure to follow the developer on Twitter, and download the game on PSN right now.  You can also check out the full PlayStation Blog post here.

Deals: We Are Doomed 30% Off Stream

Developer Vertex Pop has announced via Twitter that their twin-stick shooter We Are Doomed is 30% off on Steam from now until August 3rd..

Coming April 2015 to PlayStation 4 and Xbox One. Vote on Greenlight and help get it on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=261028478 More info: http://vertexpop.com/wearedoomed WE ARE DOOMED is a twin-stick shooter where you zap polygon baddies with an absurdly overpowered laserbeam. Dive head-first into the action with reckless ambition, charge the SUPERBEAM, and zap everything out of existence in an instant.

Make sure to follow the developer on Twitter, as well as download the game on Steam, or on PS4.

App Strategy Workshop Videos

Earlier this month the Application Developers Alliance hosted an event here in Toronto with a couple of local developers.  Ken Pascal let me know they posted videos of the talks from the night. If you didn't get a chance to make the event, these videos are a nice resource for developing apps on mobile devices.

"It was the Apps Alliance’s first workshop in Canada and we couldn’t have been happier with the evening. Toronto is the third largest tech city in North America, and our attendees certainly showed us how they earned that title through their insightful questions, tweets, and conversations. With more than 150 attendees, it was standing room only to hear the lineup of expert panelists talk through the ins and outs of app development."

Between creating an intuitive user experience, identifying/monetizing those users, putting together a marketing plan, and putting the analytics in place to measure all of this data, the app entrepreneurship cycle can quickly become an overwhelming process. That's why we're bringing together mobile industry experts to share their secrets for building better apps that engage, track, and monetize your target audiences.

Creating a launch plan, garnering success in the App Store, and retaining long-term users is a multi-step process that directly determines the outcome of your mobile or web app. While some miraculous overnight success stories pop up every now and then, having a launch plan in place is crucial to the success of every app.

Toronto has long been Canada's hub for business and culture, but over the past decade, it has also emerged as the nation's center for mobile technology entrepreneurship. Join our panel of local leaders as they revisit their roots by sharing the journeys of their companies from startups to success stories.

You can also check out the blog recap here.  Make sure to follow the App Alliance on Twitter for the next time they come to Toronto.

13AM Games Goes Over Marketing Runbow This Last Year

With Runbow coming out soon, developer 13AM Games took to their tumblr blog to go over the history of marketing Runbow this last year:

"So let’s catch up on some of the cool things that have happened over the year: First off, we appeared at GDC and PAX East back in March to showcase the game. This was an important reveal because not only did it showcase our new combat, brand new art style, and new features, but it also introduced a character to join Hue in the fun: Val!"

The post then goes over the various trailers and announcements over the year.  It's a worthwhile read, so make sure to check out their tumblr for the full post.  

13AM Games also teases some upcoming reveals:

"Stay tuned, as we will have a new post for you every Monday afternoon. Who knows… we might even spill a few secrets."

Dames Making Games: Gym Jam Bundle On Itch.io

Dames Making Games tweeted out today a bundle of four games that were created during their May Game Jam.  The four games are:

  1. Skin Tight Bitch Fight from AquaVulva
  2. Canadian Nuts from Lee Tran
  3. Sync or Swim from Chris Daviduik
  4. Trackoons from Gabby DaRienzo

All of the above games are also being showcased at Dames Making Games Arcade and Tournament July 18-25th as part of Ontario's Celebration Zone at Harbourfront Centre during Pan Am Games.  

You can download the bundle of all games by heading over to Itch.io here.  The bundle is DRM free, and free as well, however donations are appreciated.  The offer expires on the 26th of July.  Make sure to keep up to date on DMG by following them on Twitter.

Deals: Ubisoft Games On Sale On Wii U Including Splinter Cells: Blacklist

Nintendo has announced a Summer Sale of Ubisoft titles on both 3DS and Wii U.  This includes Splinter Cell: Blacklist which was developed by our friends at Ubisoft Toronto.

The WiiU version of Splinter Cell Blacklist will bring you exclusive features thanks to the Gamepad. Check them all out in this trailer! YOUR RULES. YOUR WAY. Pre-order now at: http://www.splintercell.com/preorder Official website: http://splintercell.ubi.com/blacklist/ Facebook page: https://www.facebook.com/splintercell Twitter: https://twitter.com/splintercell Google+: https://plus.google.com/u/0/115575648611906695782/posts Splinter Cell Blacklist will be released on Xbox 360, Playstation 3, PC and WiiU.

You can check the full list of offers on Nintendo's site, but make sure to also follow Ubisoft Toronto on Twitter.

Cally's Caves 3 Releases On iOS

Independent developer VDOGames from London Ontario announced today they have released Cally's Cave 3 on iOS devices.  You can check out the description, trailer, and screenshots below.

"Its time for the epic conclusion to Cally's battle with the Nefarious Herbert! Cally's parents have been kidnapped again, as Herbert tries to take control of the Caves to perform his evil experiments. Join Cally in this action-packed run and gun platformer, conquering insane bosses, exploring to find secrets, and levelling up EVERYTHING. Use your weapons to level them up and evolve them into their ultimate forms! Unlock new character abilities like the Triple Jump, Dodge Roll and Water Wings. Use a new playable character, Bera to unleash crazy ninja moves and solve puzzles. Most importantly, battle to rescue your parents from Herbert's clutches, and bring an end to Herbert's experiments for good!"

Cally's newest adventure is bigger and crazier than ever! Download Cally's Caves 3 for free on the iOS Appstore, releasing July 2015. For more info, check out www.callyscaves.com

Cally's Caves 3 is a free iOS game, and be downloaded on the App store right here.  Make sure to also follow the developer on Twitter.

Runbow Release Date Incoming?

According to the 13AM Games twitter page, Runbow has been sent into Nintendo for certification. This step is usually one of the final ones before the games release date.

Runbow was announced at E3 to have a single player adventure mode, as well as online multiplayer.  It was also part of the Nindies@Home promotion, which meant if you downloaded the demo around E3 you'll get a 15% discount at launch.

Who else is excited for the nine player party platformer?

Kotaku Interviews Co-Creator of Cuphead

I found out about Studio MDHR this last E3 when Cuphead was shown off at Microsoft's Press Conference.  Since then I've been eating up everything about the game, I might just need to get an Xbox One for it.  

Co-Creator Chad Moldenhauer dropped by ID@Xbox and Kotaku to discuss the game:

"This game is about 70% bosses and currently we have plans for about 30% platforming levels, like the traditional sidescrolling Gunstar Heroes/Contra 3 style of levels. We are still creating them and deciding which ones are staying and which ones aren’t. Because we definitely do not like filler in our games, everything we put in is, in our minds at least, the best of the ideas we have, so we’re shooting for about 30% of platformer levels."

You can check out the rest of the article over at Kotaku.  Make sure to also follow the developer on Twitter, and stay tuned to TorontoGameDevs.com for the latest.