Indie game news, reviews, previews and everything else concerning indie game development.


“Huge Seal” Sale Gathers Dozens Of Developers To Giveaway Thousands of Steam Games


Today marks the launch of the Huge Seal sale, a discount put together by Frozenbyte Games (the devs behind the Trine game series). The Huge Seal sale is a bit different than the average indie game sale, which typically involves a bundle of games. In this sale, buyers select five indie games to which they would like Steam coupon codes for. Once the five games are selected, the website generates the appropriate coupon code, which the buyer can than enter into their Steam account. The coupon is then added into the inventory of that Steam user, and will automatically deduct from the price, before the purchase is finalized.

“Buy 3 discounted games, get a random one for free”

As a twist, for every three games which are bought with the coupon codes, the website generates a Steam key for the full version of a game included within the promotion. So basically: buy three discounted games, get a random one for free. The code may be for a game that is already owned, in which case it may be handy to have a friend or two to trade codes around with. (Feel free to stop by our forums’ new Game Trading thread and see if anyone is looking to trade!)

Last year Frozenbyte Games assembled an equally unique sale, which took the form of the Autumn Seal sale, where buyers used a slot machine and a bit of luck, to acquire Steam discount codes.

The list of games available in the Huge Seal promotion are:

Antichamber by Alexander Bruce
Cubetractor by Ludochip
Death Rally by Remedy
EDGE, RUSH, Toki Tori, Toki Tori 2+ by Two Tribes
Element4l by I-Illusions
Frozen Synapse by Mode 7 Games
FTL: Faster Than Light by Subset Games
Giana Sisters: Twisted Dreams, Giana Sisters: Twisted Dreams – Rise of the Owlverlord by Black Forest Games
Jamestown by Final Form Games
La-Mulana by NIGORO
Legend of Grimrock by Almost Human Games
Mark of the Ninja by Klei Entertainment
Monaco: What’s yours is mine by Pocketwatch Games
Mutant Blobs Attack! By Drinkbox Studios
Reus by Abbey Games
Rochard by Recoil Games
Shadowgrounds, Shadowgrounds Survivor, Trine, Trine 2: Complete Story by Frozenbyte
Skulls of the Shogun by 17-BIT
Spacechem by Zachatronics Industries
Stealth Bastard Deluxe by Curve Studios
Swords & Soldiers, Awesomenauts by Ronimo Games
Terraria by Re-Logic
The Swapper by Facepalm Games
Thomas Was Alone by Mike Bithell
Time Gentlemen, Please! + Ben There, Dan That! By Size Five Games
Tiny & Big: Grandpa’s Leftovers by Black Pants Game Studio
Universe Sandbox by Giant Army

The discount lasts through November 24th, with the coupon codes lasting through the 25th. Having a Steam account is necessary to take advantage of this promotion.

Source: The Indie Game Magazine – “Huge Seal” Sale Gathers Dozens Of Developers To Giveaway Thousands of Steam Games


Over 50 Games Submitted To Game Boy Jam 2

Screen shot 2013-11-13 at 12.40.15 PM

Between November 1st and November 10th, game developers partook in the second Game Boy jam. At the end of the ten days, over fifty games were submitted to the Game Boy Jam 2 forums.

Chase Dikeman originally came up with the concept of the Game Boy Jam, earlier in 2013. The first Game Boy Jam took place in July.

Games entered into the Game Boy Jam must abide by only 3 rules: Must be Game Boy themed (must look like they belong on a Game Boy), the resolution of the game must be 160


Indie Game Trailers For Friday, November 8th


Under New Management (Sort Of…)

Dear IGM Friends, Fans and Industrypeople. I would like to let you all know that my good friend and business partner, Mr. Mike Gnade, has made the tough decision to part ways with IGM after five years as owner and publisher. This presented me with a great opportunity to acquire the site from him. In doing so, we will be continuing on with the traditions of The Indie Game Magazine. As with any change in ownership, there will be a few changes.

First, and perhaps most notably, I have decided to discontinue the print magazine. There are two main reasons for this decision. The biggest reason is time. Preparing the magazine requires a huge time investment, and frankly, the financial reward is not there. Other reasons would include fees and costs, payment delays from the distributors and the production labor requirements of the magazine. I hope to eventually replace the magazine with a weekly newsletter, but that is on the horizon.

Next I am going to be re-focusing IGM. Previously our focus had been on game reviews and news. While we are still reviewing games and offering indie game news, it is my belief that our focus needs to be on our audience. Content without you, the readers, is not going to get us very far. Therefore I am placing a strong emphasis on social media and forum participation. I want to jump-start our forums by creating developer contests, great conversation topics, providing resources for developers. I am even putting up an arcade to house great indie games here on the site that can be enjoyed by all.

I wanted to take a fast minute to thank you all for your continued support over the years. IGM could not possibly be what it has become without your support. The IGM team takes a great deal of pride, as an indie company, reviewing and promoting the indie game industry and really wants to develop a close relationship with our community. That is why I am placing such a high level of emphasis on getting to know you better. If you have any questions or comments, I invite you to get in touch with me and my staff. You can either leave a message below in the comments or send me an email. My person email is

A little about me: I am a father of two young boys and a lucky husband. Like most indies I have a day job where I work as a Mechanical Engineer. I have been in online media since 2004 where I began as a writer for a Magic: The Gathering fan site and worked my way up through the ranks. I owned my game review site for two years before joined up with Mike in September of 2011. My role here at IGM was initially content management of the website while Mike managed the magazine.

Also, if you are a developer and have submitted email to IGM for any reason, the voice that came back to you back was mine, and I plan on continuing that role as I really enjoy helping people as much as I can and that is one thing that is not going to change.

I’d like to offer my wishes of luck to my former partner and current friend Mike Gnade. You may have left the building, but you are always family.

Source: The Indie Game Magazine – Under New Management (Sort Of…)


Night In The Woods Kickstarter Blows Past Funding Goal

It only took Alec Holowka and Scott Benson’s 2D adventure game, Night In The Woods, 26 hours before meeting its $50,000 goal on Kickstarter. The near-instant Kickstarter success prompted the creators to add stretch goals, and then destroy the stretch goals after over 200% funding.

“Our brains are really great at adapting. If you had told me last week that we’d achieve 200% funding on this, I’d have been overjoyed. And if we’d have been at this point on our 30th day, I’d be overjoyed. We’re overjoyed even now!” wrote Benson and Holowka on their Kickstarter page.

Night In The Woods has already met all of its stretch goals of $100,000, allowing the team to hire Charles Huettner as an additional animator, add additional environments and quests. The team still hopes to bring Night In The Woods to consoles and Linux operating systems.

In Night In The Woods, you play as a cat named Mae.  Mae is a college dropout who is returning home to her mining town to rekindle old friendships and break things.

If you’re not sold by now, check out the introduction video:


‘Atomic Ninjas’ Released On PSN, Heading To PC

As a nostalgic fan of games like Super Smash Bros, every potential new addition to the collection of quality 2.5 arena games gets me excited. Atomic Ninjas from Grip Games is a new contender to be in that painfully short list of goodness.

Atomic Ninjas

Atomic Ninjas lets the player control one of seven ninjas in an arena filled with traps, item pickups and powerups. From the trailer it seems the game looks more fast paced than most 2.5d arena games.


‘Luxuria Superbia’ – Lots of Luxury, Not as Much Superb

Please, don’t get me wrong, I love weird games. If there’s a game that breaks traditional gameplay techniques and stories, I’d probably love it! Have I ever told you a few of my favorite games? Mirror’s Edge, Jet Set Radio Future, The World Ends With You…all those games do a great job of defying what traditional games in their respective genres do. I love games that are weird like that, but they still have to be a bit grounded. Tale of Tales trippy title Luxuria Superbia is pretty far out there. It’s essentially a beginner’s acid trip.

Luxuria Superbia is a (rhythm?) game that was originally meant to be played on a tablet. In fact, playing with just a mouse is pretty much impossible. You’ll be plugging in a gamepad for this one. You control two cursors (flowers?) inside a tunnel, and each side of the tunnel begins colorless. Through petal collection, each side begins to fill up with color, and you gain points as long as your cursors stay in the colored area. But if you fill up every side completely, the level ends.

Luxuria Superbia Screenie 1

The control of the cursors is really smooth, and I thought it made the game a little more challenging than it would be on a tablet. The sensitivity of the analog sticks is near perfect—you can always predict where you’re going to move to, and that’s essential in a game like this. It’s only detrimental in the later levels, where I noticed some slowdowns and FPS drops during gameplay. That’s weird, considering the later levels are pretty easy. The game has a very easy difficulty ramp, but I have trouble calling it a ramp. It’s more like a very small elevation change, like stepping from the street up onto the curb. This game is really, really easy. The only hard part is having enough time to finish the levels with a high score.

That is, if you’re not too put off to finish the levels. During each one, text will appear in the middle of the screen that’s…disturbing, at best. Phrases like “Touch me.” and “Oh god.” or maybe “Right there.” Might throw you off your game a little bit. Or a lot. I had them on for two levels and then paused the game and found the option to turn them off. I don’t know what I would’ve done if I had to keep them on. Thankfully, the visuals aren’t nearly as creepy. They’re mostly nonsensical, with flower petals turning into chairs and other random objects depending on the level you’re on. The music, while well-produced and interesting at times, is pretty experimental. But what did you expect from an experimental game?

Luxuria Superbia Screenie 2

I feel like this game should be judged from a standpoint of visual art/multimedia art, but I’m a game critic, so it’s not my place to look at Luxuria Superbia like that. It really does look beautiful, and I’m just one person; this could be right up someone else’s alley. As a game, however, it’s got a long way to go before I’d pick it up and play again. There are elements of replayability, and there’s a start-to-finish game, but everything else is either missing or just a little bit off. It’s worth a look, and I recommend it to anyone interested in art games or solid control schemes.  Let us know what you think in the comments, too!

Luxuria Superbia will be released on November 5th for  Windows, Mac, Android, iOS, and Ouya. It is $3.99 for iOS/Android/Ouya and $5.99 for PC/Mac. You can keep up to date with Tale of Tales on Twitter!

Source: The Indie Game Magazine – ‘Luxuria Superbia’ – Lots of Luxury, Not as Much Superb


‘Crystal Kingdoms’ Killed By Cease & Desist From Game’s Own Artist

[via Cynagmou]

All is not well in the Crystal Kingdoms.

It has been a long road for the development team behind Crystal Kingdoms. A long road which recently came to an abrupt and disastrous halt.

In an email newsletter sent out to the game’s fan base, Crystal Kingdoms‘ lead developer, Harald “Presbyter” Dosch revealed that the game’s artist, “Cyangmou” has slammed Epic Beyond Studios with a Cease and Desist, forcing all art assets to be removed from the game. In response, Dosch has brought the game and the game’s website offline, closed the game’s Facebook and Steam Greenlight pages, crippled the Indie DB profile, and wiped out the YouTube channel. Epic Beyond StudiosTwitter account remains up, but there have been no new tweets in regards to the Cease and Desist.

“He ruins about 15 years of hard work on my site, not to mention the other guys working with me, and you the players and supporters,” Dosch said in the initial statement released on the 25th. “This guy totally lost it.”

In a 2012 interview with IGM, Dosch revealed that he brought Cyangmou on board the team after discovering his art on deviantART.

“This guy totally lost it.”

In response, Cyangmou posted a statement on his deviantART profile, attempting to illustrate the situation from his perspective.

“Presbyter kicked me out of the project September 20th,” Cyangmou said in his post. “I additionally [have not] received the payment we agreed on for August, September and October. On top of that he [does not want] to talk with me and as I wrote another e-mail to him he said he currently [does not have] any time to talk with me and he would come back to me – which [has not] happened within 3 weeks.”

Cyangmou goes on to explain what his logic was for the Cease and Desist, in the first place.

“I decided to let my lawyer send a C&D catalogue with all [the] work I own the copyright [to] and I will bring that up in front of the court of law if we can’t find a solution, or my art is used, after the given deadline. The initial deadline was October 25th, Presbyter extended that [once] already with my lawyer [to] November 4th. If [we] make an agreement, [Epic Beyond] would get a license to use my work and I won’t sue them. But instead of trying to bargain with me [Presbyter] already took down the game and all related materials today (October 25th). It [was not] my intention that the game gets [taken] offline nor would it have been necessary until November 4th. I just want what [Presbyter] owes me and in a legally fixed way, since I can’t trust him anymore.”

Refusing to not have the last word, Dosch churned out a twelve-hundred word response, which he emailed out to the game’s supporters.

“Its about money,” Dosch says in his second statement. “He claims I owe him money. Which is true, —but just for the record, we already had an agreement on how he will get [paid] and…he agreed to it.”

“Re-negotiating with a gun pointed to my head…that’s not gonna happen.”

Dosch explains that he and Cyangmou had established a deal, which took some time for Dosch to put in motion. According to Dosch, the first payments were already en-route when the Cease and Desist arrived, last Friday.

“My first reaction upon receiving the [Cease and Desist] was sending him [an email] making fun of his lack of patience and trust and [informing him] that the [payment] setups had been completed, —the first payments [had] already [sent]. I asked him if the C&D was just bad timing and if its still valid? Back comes a three page business agreement far beyond what we [agreed] on prior to the C&D and not a single word about the C&D, his intentions behind it, and how the hell that happened. Re-negotiating with a gun pointed to my head…that’s not gonna happen.”

After a few emotional moments, Dosch reaches a rather resolute conclusion.

“I’m totally crushed by how I was brought down in the end. I will meet with my lawyers [in the coming] days. I wont let go of the copyrights…but I’m also not interested in his work anymore, either.”

IGM has reached out to both Dosch and Cyangmou for further comment, and will update the story, as needed.

Source: The Indie Game Magazine – ‘Crystal Kingdoms’ Killed By Cease & Desist From Game’s Own Artist


Indie Intermission – ‘TIMEframe’ It’s The End Of The World As We Know It

TIMEframe ss02

Today’s game is a rather beautiful experience from Random Seed Games originally created for the last Ludum Dare (although the post comp entry has some nice additions) using the idea of 10 seconds.

TIMEframe is a game that take the 10 second concept and slows the world around you down making each second last a minute. The scenery and game reflect this slow down very well with the fire, water, sun, and other particle affects moving at a snail’s pace.

Although the gameplay element of TIMEframe is questionable the overall experience and creation of this stunning visual scene is great that accumulated in a rather catastrophic conclusion.

The visuals and music in TIMEframe really make for a highly compelling experience, the music is great and shifts appropriately as the game develops adding suspense and drama when needed yet maintaining a surreal beauty to the game.

TIMEframe ss03

Average play time – 10 minutes

TIMEframe will not be for everyone as it takes a much slower pace than most games along with skipping out on the gameplay side of things quite heavily. Overall the experience is greatly enjoyable and with it only lasting 10 minutes the game does not over stay its welcome.

You can play the post-comp entry online for free or download it if you prefer.

If you are a developer with A fun indie game that can be played over a coffee break, we want to hear from you! Private message us on twitter @IndieGameMag or shoot us an email at with the subject “Indie Intermission” and you could be our indie intermission pick of the day!

Source: The Indie Game Magazine – Indie Intermission – ‘TIMEframe’ It’s The End Of The World As We Know It


‘Amnesia: A Machine For Pigs/Dark Descent’, Featured In Spooky Music Bundle

The latest Games Music Bundle has arrived! This time, tying in the season, the bundle features an array of soundtracks perfect for Halloween.

Headlining the bundle are the soundtracks for both Amnesia titles as well as the soundtrack for Limbo, and non-indie titles Dead Space and Bloodrayne.

For a minimum of $1 buyers can pick up those five albums, but opting to pay a minimum of $10 gets buyers access to an additional nine soundtracks. Among the nine other albums are the soundtracks of Organ Trail, The Horror At MS Aurora, Home, and Penumbra.

The top contributors by the bundle’s end will receive awards which include a signed copy of the A Machine for Pigs score, a limited edition version of Limbo, and more.

The Games Music Bundle runs for two weeks.

Visit the bundle’s official website to learn more about the individual albums offered.

Source: The Indie Game Magazine – ‘Amnesia: A Machine For Pigs/Dark Descent’, Featured In Spooky Music Bundle