What we’re going for with this game is to create something that we’d choose to play ourselves, and something we’d have a lot of fun with.

Always committed to keeping it simple, exciting, fast paced, lighthearted and engaging.

In a way, we’re getting the most out of it because we’ve already gained immeasurable experience making it, designing it, working on it diligently and most importantly NEVER giving up on it. You can’t imagine how awesome it is to see it on the horizon as a release, shippable and finally playable fo’ da masses! Still ironing out some features and bugs, balancing some characters and polishing some maps, making sure the controls are nice and that visuals are clear – a lot of extra hours but it’s always worth it!

We’re really excited to prepare to get the demo at your fingertips and hope that the giant momentum and hype translates and rubs off on you too, cause from here on out it can only get better!




Since we started in 2012 we changed a lot of things as we learned along the way – and every change was for the better – every unit, terrain kit, effect and system went through at least 1 overhaul and up until we ship, they might get overhauled again. We want it to be the best it can be, and if that means more hours of work, we’ll usually do it. On the other hand, sometimes we have to decide and commit on things so that the game doesn’t turn into a pipe dream.

I guess every indie dev can relate, when that perfectionism creeps in and you feel like adding MORE features, animating blades of grass, making fancy firefly effects… but that’s what gives a game life, so it’s worth it.

Now after more than 2 years, all of these elements are coming together and the base game is more and more cohesive, finally getting rid of all the placeholder art and getting around to adding some sounds, but more on that at a later time.

In the meantime, here’s a zoom-in on two tiny characters fighting in slo-mo.