

New mobile game: Rover Builder GO
While we are working hard with our PC game, we've had a side project with another small team. This new mobile game is called Rover Builder GO and it will be released in a few weeks (I'll let you know when it's out). The game is kind of a modification from our first mobile game, Rover Builder. (we are very creative with the names, I know...) The old game was about building 2d rovers and completing short levels with different terrain challenges and a few different types of priz


Icon design
As the Early Access release will happen in the near future, we need to add several things to our Steam page. One of these things is naturally icon graphics. At first they might not seem like a big deal but they are actually hugely important. It took some time to figure out and make the best designs we could. The most difficult icons are the small ones. You should be able to raise interest with them but you have very limited space to do that. Keeping it simple and showing only


Super day
Today we had a real super day. We got dozens of small features done and even all eight levels for the first planet are now playable. The basic gameplay is pretty much ready now and we are starting to fine tune everything. As usual this is the most laborious part of game developing but you just need to do it. Our division of labor is the following: Johannes (on the right) does most of the programming. The building concept is designed together but Johannes has improved it often


Mission control and rover gallery
Okay, it still looks a bit rough but it's working! Mission control is the place where you explore and receive missions. We ended up dividing the missions in different planets. Each planet contains 8 missions (not yet though :)) with different kind of challenges. The player needs to complete a certain amount of missions to earn a preferment and to get access to the next planet. The basic functionality for mission control was quickly built but challenges started when we tried t