Happy to announce we have finally released Clash of the Damned for the whole world to enjoy! We’d like to thank all the players who supported us in the past few months by providing valuable feedback on their experience. We couldn’t do it without you fellas, thank you!
With all the changes we did lately, the game is now better than ever. We really hope you’ll like new stuff:
Total control over the course of the battle, including weapons, projectiles, potions and special attacks.
The influence of a random factor reduced to minimum in the fight.
Ability to upgrade your weaponry.
Stamina introduced as a replacement of the gem-price for your battles.
Tons of other smaller improvements.
As usual, please don’t hesitate to let us know what you think! We’ll be waiting!
Time to put some light on the new game of ours, hitting Google Play and the AppStore this summer. Ladies and gents, please welcome Clash of the Damned, a casual multiplayer RPG, telling a story about two ancient rival races fighting each other to death!
So what is CoD about? You start your journey in the middle of nowhere, with a ruined mansion as your only possession, soon to find yourself in the middle of an epic battle for the survival of your race. You know the drill: if you want something done, you’ve got to do it yourself. Travel around the kingdom, fight for justice and get medieval on your foes’ asses. Buttload of fun ahead!
What’s special about the game?
lead your race to the victory by completing the story mode
fight endless rivals in online arenas and tournaments
pick from tens of different perks to create your unique character
find weapons, potions, armors, pets and tons of other cool stuff
invade your foes’ lands to grab resources
enjoy awesome graphics and lots of content!
We are now only weeks away from the release, balancing, polishing and playtesting the game. We’ll keep you posted on the progress, so stay tuned!
Hey everybody, today is a great day! Not only because it’s summer and life is awesome, but also because it’s time to finally see what features and improvements Underworld 2 will bring to the table. As always, we need your feedback guys, so don’t be shy and spit it out!
Feature #1, the game changer: Orders.
In a nutshell, it’s a way to see real-time Demand around you and sell stuff directly to a dealer or junkie. The first Underworld was built around the concept of Offers: get hold of some cheap stuff, set your asking price for it and wait for somebody to buy. Yes, it’s a great concept and it works. But under certain circumstances it might get a bit static and slow, especially in less populated areas.
So that’s where Orders enter the game. The same way you controlled Offers, you can now control Orders too. Set your bidding price and the number of items you need — now everybody nearby can see your Demand for the commodity and sell it to you even when you’re offline. A local dealer or junkie needs Waffles, so he sets his Order: 5 Waffles, $7k each. Got the stuff and like the bidding price? Don’t wait, just open the Order and make the sale. Cha-ching!
Orders will drastically increase the pace of the game, because they allow you to see current Demand and Supply at the same time and make the dough instantly. It will also make resale chains between dealers longer, improving social aspect of the game. Of course it means we have to re-balance the whole economical shebang from scratch, but that’s exactly why we need the prototype we’re working on right now.
Next stop: Police Exposure. A way to see and control your Police Bust risk. Stay tuned!
Hey folks, how’s everything? Probably noticed a little pause in updates. Yep. Part of our team including myself enjoyed a vacation. Really helps to regroup and gather some fresh ideas before facing next huge milestone. Works awesomely well, highly recommend it!
So what’s happening with UW2 right now? Well it’s going great, actually: we’re totally on track with developing a playable prototype with all the core new features (yet to be revealed!). The prototype should be ready by the end of the month and that’s when we start playtesting it internally with bots and everything.
While we’re writing the code, drawing screenflows and detailing features, here is a nice piece of game artwork to set the mood! See ya next week and as always we’re eager to hear your thoughts and comments.
While we don’t want to get into murky waters of what’s right and what’s wrong about location-based games, a topic worth discussion is which setting / set of commodities would be the best fit for UW2.
It’s interesting that even though the sweets were supposed to be a funny cover for the game’s true theme, SweetDeal has earned itself a lot of loyal fans who loved it because of the candies. And that makes the question of setting for the sequel even more complicated and tricky. What’s your take, folks?
P.S. We know you’re waiting some news on the feature set of UW2 — let me assure you we’re on track with that, please be patient! =)
Hey everybody, long time no hear! As already mentioned in comments to the announcement post, we’re not hiding — we’re working our asses off on UW2. So, what’s been done since the last update?
The most important part is that we’ve finished all the necessary research & planning and dived into the code! That’s right. We have decided to throw out the first game’s code base and start from scratch. It was a tough decision because usually it’s not such a good idea, leading to enormous development timelines and huge risks. In the case with UW2, after looking at the vast amount of features and improvements we want to see in the sequel, it was clear to us that the new game needed a new foundation. The awesome part is that the new code works on both target platforms, allowing for almost simultaneous release on both iOS and Android. Cool, huh?
Now with the code development on track, we’re finalizing the Game Design Document and deciding what exactly goes into the initial release and what will have to wait until the update. As soon as we figure it out, we’ll share the scope of work with everybody. That’s the topic of the next update — stay tuned, folks!
Phew, what a pleasure to finally share the news: we have officially started working on Underworld 2 (code name). And not the way we did it for the past few months, a flimsy side project with almost non existent resources (sorry folks). We are really pulling out all the stops this time!
For those who just joined us here: Underworld is our firstborn and the game famous for being packed with innovative stuff. For starters, back in 2008 it was the first location-based game on mobile. Not only was the gameplay using your real location and real life movements; we have introduced geo-awareLeader Boards — with tremendous success. Finally, Underworld became ‘Freemium’ when ‘Freemium’ wasn’t even a thing!
With innovation all over the place, you can probably imagine how long it took us to balance the game, what a buttload of mistakes we did on the road and how much we’ve learned from that. Finally, we got an opportunity to re-use that experience.
One of the things that worked really well in development of the first game was that constant stream of support and feedback we received from the community. We intend to keep it on to gather your ideas and thoughts on the bigger, funnier and even more addictive second version! We promise to keep you posted on the progress as often as possible. Stay tuned for further details and spread the word!
For those of you who wonder if we’re still alive, here is the news - we are! : )
Not only we feel great and enjoy the first spring sunny days, we also work hard on finishing our next awesome project - Dark Blood (working title). DB is a free online game for both Android and iOS that will be out later this spring. And since no one’s watching me, I’ll show you the screenshot of the aforementioned game. Stay tuned!