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IndieGames.com is presented by the UBM TechWeb Game Network, which runs the Independent Games Festival & Summit every year at Game Developers Conference. The company (producer of the Game Developers Conference series, Gamasutra.com and Game Developer magazine) established the Independent Games Festival in 1998 to encourage innovation in game development and to recognize the best independent game developers.

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XBLIG FortressCraft Sells 750,000 Units

May 3, 2012 10:00 AM | Danny Cowan

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Xbox Live Indie Games favorite FortressCraft has sold more than 750,000 units, developer Adam Sawkins announced yesterday.

The Minecraft-inspired title launched in April last year, and remains one of the platform's most popular releases to date. FortressCraft and other XBLIG Minecraft-likes will face new competition next week, however, when an Xbox 360 port of Minecraft will hit Xbox Live Arcade.

FortressCraft is priced at 240 Microsoft points ($3).

[via Joystiq]

Pid Developer Might and Delight "Rents" an XBLA Slot to Self-publish

May 3, 2012 3:00 AM | John Polson

In December 2011, the Might and Delight team revealed Pid, their gravity-bending, light-beaming, single player or co-op puzzle platformer.

The team had hoped to release on PSN, XBLA, and Steam in 2012. Months later, the team resurfaces in a discussion with Penny Arcade's Ben Kuchera, sharing Pid is destined for all three platforms without the need of a publisher, thanks to "renting" a slot from a Microsoft publisher.

The Unfinished Swan Shall Be Completed as a PSN Exclusive

May 3, 2012 1:00 AM | John Polson


Long-awaited indie title The Unfinished Swan, in development from studio Giant Sparrow since 2008, is now coming to PlayStation 3 as a PSN exclusive.

A prototype for the first-person painting game was first shown in 2008, and the game was subsequently a finalist in the Independent Games Festival Student Showcase in 2009. However, development of the game has been quiet since then.

The studio behind the game has now revealed that it has signed an "incubation deal" with Sony, providing the company with funding and office space to finish the game. Giant Sparrow's creative director Ian Dallas says that the game is "almost done."

[This newsbrief appeared on Gamasutra originally, written by Mike Rose.]

Awesomenauts Available on XBLA and PSN Today

May 2, 2012 4:30 PM | John Polson


The 2D sidescrolling, DotA-inspired Awesomenauts is now available for XBLA and PSN download services for the equivalent of $10. Its release on XBLA was a bit nebulous earlier this week, as publisher dtp entertainment filed for insolvency. Thankfully, developer Ronimo Games was able to see a release on both consoles this week.

I contacted Ronimo about PC ports and will update if I hear anything. I speculate the response to be a solid "maybe" since the team had console title Swords and Soldiers on Steam for PC and Mac eventually.

Senior Editor Cassandra Khaw covered Awesomenauts extensively, if you're teetering on trying the demo or not.

Rohrer's Diamond Trust Of London Approved For Release, Given Ridiculously Long Title

May 1, 2012 11:00 PM | Danny Cowan

dtrust.jpgAfter a seven-month delay, Jason Rohrer's Nintendo DS strategy title Diamond Trust of London has passed Nintendo's approval process, and is set to enter manufacturing soon.

This part requires a new paragraph. In order to receive Nintendo's approval, the game was given the new title "Jason Rohrer with Music by Tom Bailey: Diamond Trust of London."

According to Rohrer, the new title "was necessary to make the whole thing go through," and is the result of what he calls "a funny story," though he offers no further details due to non-disclosure agreements. Still, it's good to know that we'll get to play this one soon!

Nicalis Cancels North American, European Releases For WiiWare La-Mulana

April 30, 2012 9:00 PM | Danny Cowan

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Nicalis confirmed today that it has dropped its plans to publish Nigoro's WiiWare remake of La-Mulana in North America and Europe.

The announcement follows up on Nigoro's recent claim that it had received no response from Nicalis after its last master data submission, and that it had "no idea" when a localized version would be released.

Speaking to GoNintendo, Nicalis' Tyrone Rodriguez blames the cancellation on shifting marketplace conditions and Nigoro's alleged inability to produce a version of the game that passed Nintendo of America and Nintendo of Europe's submission process.

"The decision to cancel publishing of La-Mulana was a tough call, but waiting two years for NIGORO to finish development has made it near impossible to sell sufficient units on Wii," Rodriguez explains. "The WiiWare market has a fraction of the players from 2008. The window for release and success of software on the platform ended in 2009 and took a very steep decline. Players have moved onto other digital download platforms."

Discussing Sci-Fi Arcade Style Vektropolis With Frank Travaini

April 30, 2012 3:00 PM | John Polson


The above two-month old trailer of Dark Computer Enterainment's Vektropolis made the rounds this month thanks to Pixel Prospector originally, charming gamers with its classy 80s arcade vector style. IndieGames caught up with developer Frank Travaini to find out the latest on his team's retro rescue game/first person shooter.

"[The above] video shows us playing around with just some of the features, but it's still very much a tech demo at that point. Andrew Crawshaw's been working on fine tuning the challenge of the game, and trying to tie together as much of our feature set as we can in a way that make sense but most of all is going to be fun. The video might make it look like an out and out shooter, but there's going to be a strategic element, too."

Lead Vektropolis developer Daniel Gallagher is no stranger to 80s vector graphics, seeing as he co-founded Vektor Grafix, which ported the 1983 Star Wars arcade game to several platforms.

VVVVVV Coming To European Nintendo 3DS eShop May 10th

April 30, 2012 10:00 AM | Danny Cowan

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Nicalis revealed that its downloadable Nintendo 3DS port of Terry Cavanagh's VVVVVV has passed Nintendo of Europe's approval process, and will premiere in the European 3DS eShop "MMMMMMay 10th."

The DSiWare version of Cave Story will also premiere soon in Europe, Nicalis noted in a follow-up tweet. A 3DS release for Night Sky is next up on Nicalis' schedule, pending a final round of 3D adjustments.

Exploring Parallel 3D Space and Time with Oliver & Spike

April 28, 2012 4:30 PM | John Polson

Graphically intense 3D platformers are less common than their 2D counterparts these days, and Rock Pocket Games aims to ameliorate that with Oliver & Spike: Dimension Jumpers. The story goes that Oliver was separated from his parents when he was young and must uncover his past and future by traveling through the different dimensions. The game will be single player or co-op, where the other player can control Spike the dog.

The game contains different puzzles which often require switching dimensions to exploit their specific physics. I've seen swapping happen on a 2D scale, but I haven't seen it as much with such luscious 3D backgrounds. Players will not only switch to other dimensions, they will also have the power to switch to and explore completely different universes.

Bieg and Nasser on Sexy Joysticks and Subversion in Swordfight

April 27, 2012 2:00 PM | John Polson

swordfight small.pngKurt Bieg and Ramsey Nasser, the creators behind this week's Swordfight, used "plain, stupid fun" to breathe life into decades-old peripherals and to test the boundaries of players' comfort.

With crotch-mounted Atari 2600 joysticks, a player in Swordfight must touch the other's action button, while their arms are (optionally) bound behind their backs. The duo learned this awkward, intimate interaction can be fun, to the point of being emotionally releasing, as long as the rules of engagement and tools used keep the game "safe".

Subverting, or re-purposing, technology isn't anything new. Die Gute Fabrik showed the world two very different games people can play with PlayStation Move controllers: the award-winning Johan Sebastian Joust and Dog the Wag.

Bieg, being particularly fond of subversion, jumped at the chance to make Swordfight a reality, even though it started out two weeks ago as an inappropriate conversation between him, Nasser, and friend Kaho Abe. Swordfight was then developed and playtested at the Eyebeam Art + Technology Center and eventually was taken to the street for public exhibition.

In the following Q&A, Nasser and Bieg tag-teamed their responses to provide extra insight into their experiment.

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