
January 15, 2021
A new character , and a bunch of weird Mushroom effects are the main things in this weeks update READ MORE
January 15, 2021
A new character , and a bunch of weird Mushroom effects are the main things in this weeks update READ MORE
January 14, 2021
Bringing much improved gamepad support on PC to this classic, also comes with some changes to the windowed-resolution settings, making the game even better! READ MORE
January 8, 2021
First update of the new year, and it’s a good one: we can finally escape the planet in our space-ship! That and a bunch more changes and updates taking the game closer to releasable state. READ MORE
December 29, 2020
Bringing much improved gamepad support on PC to this classic, also comes with some changes to the windowed-resolution settings, making the game even better! READ MORE
December 28, 2020
A much required updated brings improved gamepad support to Heroes of Loot 2 on PC READ MORE
December 18, 2020
A huge focus on the first fifteen minutes of gameplay, aiming to make the player experience smoother and invite the player further into the world of Residual READ MORE
December 11, 2020
A lot of pixel-art creation happening this week, as I doubled the amount of planet-graphics available! READ MORE
December 4, 2020
Residual finally get’s Save and Load-game support! It’s still experimental, and most likely bugs out in various areas, but it’s a huge step in the right direction. READ MORE
November 27, 2020
A bunch of nice interface improvements making the game more user friendly for new players READ MORE
November 20, 2020
A short list of changes this week, as most of the new stuff happened under the hood of the game’s engine. Important work, but not really visible in this weeks update! READ MORE
November 13, 2020
Adding a furnace to the game, so we can melt stuff and burn stuff.. not giving away any spoilers here obviously, but it’s a required device! On top of that, there’s now a sweet “patch your ship” mission you can complete once you get all the required resources that is! READ MORE
November 6, 2020
A week full of tiny tasks, the result is a million star names, a BBQ party and a more detailed intro animation. READ MORE
October 30, 2020
Cleaning up code, and finding accidentally-disabled entities.. that and the introduction of datacards containing messages from the past! I’d say a pretty good update! READ MORE
October 23, 2020
Building out the ancient technology, giving it more purpose, interaction, and giving all the creatures even more behaviours like eating YOUR fruit! This weeks been a fun week! READ MORE
October 16, 2020
A sweet character select screen is introduced, alongside a whole new interface setup for the printer device in your crashed ship. To top it all off, a bunch of fixes and tweaks and a slight bump in resolution – don’t worry, it’s still pixelart ! READ MORE
October 9, 2020
Improvements to the life-forms in the game, and a whole new selectable character is brought to life for some nice player variation. On top of that a bunch of tiny fixes, and improvements, as with every weekly update! READ MORE
October 3, 2020
The start of a new system for the game: procedurally generated life-forms / creatures.. it’s an interesting first attempt, let’s see what this will grow into in the coming weeks! READ MORE
September 25, 2020
A fairly small update, as I struggle with a new operating system and key combinations to learn. We do have new planet graphics ! READ MORE
September 2, 2020
A new and improved visor is added, more creatures to fill up the planet, and let’s talk about that Kickstarter campaign! READ MORE
August 14, 2020
Space Grunts is the next game to get improved gamepad support on PC. So grab the game, grab your controller, and start your quest! READ MORE
Bringing improved gamepad support to PC version of Meganoid. READ MORE
August 3, 2020
New life forms added, a cool way to crashland on a planet like a pro, and a long list of fixes and improvements in this weeks update! READ MORE
July 27, 2020
Residual now has a demo and is on Kickstarter! It also comes with a completely new planet added to the procedural rotation this week. READ MORE
July 20, 2020
A standard Orangepixel Games creature gets it’s first appearance in Residual, and the whole mining code and usability get’s a front-row seat as part of gameplay. READ MORE
July 13, 2020
Let’s add some teleportation to the game, and improve the whole gameplay flow for players who have no clue what they are getting themselves into! – aka : tutorial stuff. READ MORE
June 16, 2020
Finally added Portrait mode support to the game on mobile devices.. it’s been a big undertaking to get all the interface screens correct, but it’s here! READ MORE
May 15, 2020
A small update this week, as I try to keep the game stable for a “full release” leaving Early Access on Steam soon! READ MORE
May 6, 2020
A funny and harmless math-bug showed up for the “completed objectives” percentage. And while fixing that, I dove into more areas of the code and fixed a bunch of little bugs all over! READ MORE
No new things in this update, but a solid amount of fixes and problem removal. Which is best done without adding new stuff to the mix.. so make sure to update to this build ! READ MORE
May 1, 2020
New level building blocks added, some pretty scenery and I dug myself into the code for some fixes to the most random and extremely rare bugs! READ MORE
April 27, 2020
A mix and match of different tiny updates done in recent weeks on the different platforms. This update brings all versions together again! READ MORE
April 19, 2020
A couple of new rooms added to the blue-door room rotation. And a small change to the layout of the fruit-rooms! READ MORE
April 17, 2020
A short but still sweet update this week with the addition of three new cards, and a small modification to an existing card READ MORE
April 9, 2020
Brush up your codex skills, because you might find yourself hunting a certain species, to gain the exit-door key! Pesky aliens! READ MORE
April 3, 2020
A new random event is added to the game, and a new alternate route can be found called the Crawlspace, which will hide the rare Card Printer card! READ MORE
March 27, 2020
We finally found some friendly faces around the space station in the shape of helpful NPC’s.. Go find them, as they might literally have the key to your progress ;) READ MORE
March 20, 2020
A couple of new aliens are roaming the planet, one of which might actually blind you for an X amount of turns! So be careful out there captain! READ MORE
March 13, 2020
This week a small collection of new cards is introduced, including two passive cards that might come in handy with all that rotten fruit and diseases flying around these days ;) READ MORE
March 6, 2020
We’re moving into release state with this version and all the “last minute” tweaks and improvements added in the last few days! READ MORE
Roaming those hallways will now be more interesting, as you might need to find some data-cards and operate the new terminals dotted around the space base to activate the exit! READ MORE
February 28, 2020
A lot of new graphics, polish, intro and tutorial animations in this weeks update as we’re VERY close to a first release version. READ MORE
Captain, we discovered new life-forms on the planet. We also upgraded the teleporters with more functionality, and laid down some more rules for those Tornado’s ! READ MORE
February 21, 2020
This week the Snake Core finds stable ground after last weeks messy Alpha update. You’ll also be able to encounter an end-boss now.. which is always fun! READ MORE
This new update comes with a lot of FRUIT! which is healthy.. mostly.. sometimes rotten, and sometimes poisonous.. but most of the time you’ll be just fine Captain! .. we think. READ MORE
February 14, 2020
A complete overhaul on the game’s arena/level building code almost made me quit the project. BUT luckily I didn’t, because at the end of all the changes, is a much improved game with! READ MORE
This weeks update doubles the variation, as the game gets some fresh new environment graphics for every region. On top of that some new level-templates, creating new corridors and rooms for your adventures! READ MORE
February 7, 2020
Snake Core alpha v0.0.5 is here, it comes with a new upgrade system, alien tentacles, power-ups and a small change to the control-scheme. READ MORE
The much requested feature of character customization is now available! Change those starting skills to your liking, and see if you can beat the game! READ MORE
January 31, 2020
Captain, we are encountering what looks like a tornado season on the planet’s surface. This might fling you around a bit, and shake up your deck of cards.. but don’t worry.. it’s not all bad! READ MORE
January 24, 2020
Captain, we discovered new layouts for the various levels of the holodeck. You’ll now find moving walls, and walls covering up hallways.. explore and you shall find! READ MORE
January 21, 2020
A very simple, and fast solution to adding fake lights to any flat 2D scene. It works on both high-res scenes and low (pixelart) scenes. Using a couple of sprite-images and a little blending mode. READ MORE
January 17, 2020
Captain, there are some minor improvements being implemented, this should make it safer to take on those challenges.. READ MORE
January 7, 2020
I wanted to create a node-based mission screen, but had no real idea where to start. Eventually I ended up with a fairly simple solution which works and is easy to implement.. just how I like my code! READ MORE
December 24, 2019
Adding a collection of new level layouts, and a reason to complete challenges: unlock the new Trinkets! READ MORE
December 17, 2019
A whole new game mode: challenges is introduced, including 8 challenges. A new alternate-route: biodome, and perma-unlockable Buff cards.. that’s a lot of new stuff! READ MORE
December 10, 2019
The most requested (demanded?) feature.. finally got made.. You can now check out which type of cards are floating in your deck and what to do with them. READ MORE
December 3, 2019
A short update but an important one, as the game now reaches version 1.0.0 ! Alongside this milestone, the game also launched on iOS today, so you can now take your Space Grunting card battling on the move! READ MORE
November 26, 2019
The game now has Daily Challenges added, the Heroes of Loot Dungeon makes an appearance, and we have a big amount of improvements, fixes and of course tweaks to check out! READ MORE
November 19, 2019
Space Grunts 2 Version 0.8.0 comes with a lot of bug-fixing and minor tweaks to possibly make this the most stable update while improving the difficulty level at the same time! READ MORE
November 12, 2019
This weeks update contains a lot of polish ! Polish in the way of statistics, leaderboards, better menus, improved characters, better balancing of fights, and for the full list, read the rest! READ MORE
November 5, 2019
Introducing a powerful flame-thrower, the first batch of achievements, and a lot of improvements left and right READ MORE
November 3, 2019
Fifteen years of being an independent game developer has been a wild ride. Never expected this to last that long, but so far it has.. let’s see if we can add another couple of years to it! READ MORE
15 years and over a decade of Android games gets a little celebration with FREE versions of award winning games on Google Play! READ MORE
October 29, 2019
New lifeforms detected and a couple of secret alternate-routes found on the planet’s surface of this weeks update Captain! READ MORE
October 22, 2019
Captain, this week we introduce the big bad boss into space, see if you can confront him and take him down. We also have a new arsenal of cards and a host of fixes and tweaks ready for you to encounter! READ MORE
October 15, 2019
Captain.. we improved mouse controls, detected a couple of new Game Events, and added long list of fixes, changes, and improvements awaiting your command READ MORE
October 8, 2019
The second update is here, and it’s a pretty big one! Introducing the first game event (Comets) a dialog+tutorial system, save-game and a bigger map amongst a host of fixes and tweaks. READ MORE
October 3, 2019
First milestone is reached: Early Access, let’s check the next big milestone: Release, and the big features that are needed to get there. READ MORE
October 2, 2019
Minor maintenance update for all platforms (iOS, Android and PC) fixing a couple of rare bugs and adding a couple of new level blocks. READ MORE
October 1, 2019
First big update since the Early Access milestone, brining a couple of new features and a host of changes and fixes to the existing features. READ MORE
September 9, 2019
A very tight schedule giving me only a few more weeks before we go into public early-access.. let’s see how far we are, and what’s left to work on before that happens? READ MORE
August 29, 2019
This week’s video covers most of the development work I did this last week, but there’s still some pondering going on about alien plant forms! READ MORE
August 22, 2019
Creating alien plant forms, more humanoid enemies and making it possible for all items to get damaged causing all sorts of problems when you use it.. it’s been a fun week in the world of Space Grunts 2 ! READ MORE
August 15, 2019
Drawing calls and drawing pixels, this week development of Space Grunts 2 was mostly about drawing in one way or another! Also finding out what makes the classic sci-fi look work! READ MORE
August 8, 2019
With this weeks video covering the mostly non-technical stuff, let’s dive a bit deeper into the other changes I made. This includes new camera code, but also new and more moody lighting. READ MORE
August 1, 2019
Two very important bug fixes, one fixing a lot of “budget” Android devices not being able to run the game beyond a black screen. The other bug fixing a problem with missions not being able to complete (or taking a LOT of levels) READ MORE
The heat-wave hits hard this week, so I traded my game-development for pixel-pushing and started drawing a bunch of stuff that the game still needs. Luckily there are still many aliens and tilesets to be drawn! READ MORE
July 25, 2019
The major focus this week was on some reprogramming of the monster AI, by adding signal-maps to the game, allowing fun toys like signal-bombs to distract or lure aliens. I’ve also plugged in some funky A*-pathfinding mouse-controls and made sure that bomb-explosions now also cause walls to be destroyed.
All in all, a week with small but important changes to Space Grunts 2. Check out the video, and read the tech-blog by clicking! READ MORE
July 18, 2019
Door generation with keycards and locks, a host of new cute little aliens, and some explosive additions to your card-deck in this weeks devlog! READ MORE
A short list of maintenance bug features, preparing the game for next Tuesday’s Android release! READ MORE
July 13, 2019
World generation and card battling.. Space Grunts 2 is getting a bunch of new features and changes in this weeks update! READ MORE
A new game project starts here and it’s called: Space Grunts 2 ! Let’s first set some rules on what this game should be and limit ourselves so that we can, hopefully, have a short development cycle READ MORE
June 26, 2019
The game is now available (on iOS) ! And a much overdue list of fixes, changes and improvements.. seems like I skipped a few versions in these blog-updates! READ MORE
May 21, 2019
Trucks, guard-towers, sticky bombs and manual aiming are just some of the new things in this build. And that’s not even mentioning all the improvements on the “old” things in the game! READ MORE
May 10, 2019
Combining two big updates into one! Redesigning the way skills work and the whole skill interface, and of course a huge amount of fixes, changes and improvements! READ MORE
April 25, 2019
Let’s just release this build already, because the “change list” is overflowing! Final update before this game goes in a public-beta! so check what’s changed, new and improved! READ MORE
April 2, 2019
Another flow to the game, new missions, new items, shops and even some new graphics. Not a bad couple of weeks working on the game. Read more for the biggest changes, and a full list of bug fixes and additions. READ MORE
July 19, 2018
A weekly Development-copy of Gunslugs: Rogue Tactics while it’s in development for the coming months. For $2+ Patreons! READ MORE
November 22, 2017
Gunslugs 3: Rogue Tactics is the title for my next game, or at least the working-title. The original Gunslugs (close to 4 years old?!) was my first attempt at adding some procedural and rogue-like elements to a platform run-and-gun game, and I did a bunch of things right, and … READ MORE
April 20, 2017
Welcome to the Meganoid(2017) post-mortem, as promised a few weeks ago, this post-mortem goes into the details on the Meganoid figures and stats. Without context the stats are pretty much silly numbers, so please make sure to read all of this because there … READ MORE
March 24, 2017
Meganoid 2017 is nearly done, what are the next steps to take, and what does it mean for the game? READ MORE
March 17, 2017
Releasing games often leaves room for experimentation. So I decided to check out the “Early Access” version of Google Play, and release Meganoid into it.
Basically this is a public BETA test of the game, but, that’s kinda what Early Access is at it’s … READ MORE
March 10, 2017
Can you smell it? It’s the smell of a game release nearing.
It feels so long since I released my last game, but in fact it was just last June when Heroes of Loot 2 hit the stores. Now I’m preparing the release … READ MORE
March 3, 2017
This is just a little teaser of the trailer I’ve been making this week. The full trailer is a little over a minute, and I’ll put it online when the game releases (cause it hopefully tickles people to go and buy the game when they see it!)
Creating the trailer I had a … READ MORE
I’ve been hard at work on polishing the gameplay. There are now proper level-templates used for every world, so there is a real sense of progress and a real variation between the different area’s in the game.
Seeing as next week March starts, and my target date was March, it will be a few weeks of cleaning up and adding the final things (and with final things I mostly mean the end-boss, as it’s the only missing feature at this time).
I’m waiting for the high-res art to come in for Meganoid, and I’ll have to do a trailer and then setup all the store pages (ios,android,steam) with banners and such and start adding achievements and leaderboards to the game.
In theory that’s all do-able in a single week, but I don’t plan on rushing this one out. Also GDC starts next week, Nintendo is relasing it’s Switch console, so a lot of stuff happening already in the world of games. So for now, I’ll target final week of March for the release.
I might squeeze in a pre-order discount thingie before that, so make sure to sign-up to the newsletter and not miss out on that!
February 17, 2017
This week I added a few of the bonus-area’s. These area’s usually require you to find a specific item, and use it at the right spot. It won’t be easy, and you won’t bump into this on every play-through, but that’s the cool thing about it! READ MORE