Thursday, 4 December 2014

TinyKeep: The cross-platform edition!

Hey everyone! In case you haven't already noticed, I'd like to make an official announcement that the Steam version of TinyKeep is now available for all three desktop platforms (PC Windows, MacOSX and Linux).



Of course with it being a Unity game, porting to other platforms is a lot easier than it used to be. However it still isn't a one-click solution. Over the past month we ran into all sorts of issues from consistent game controller support, resolution issues, installation dependencies to compatibility problems with the latest Yosemite MacOSX update. Thus I'd like to thank everyone who offered to help test the game on a range of setups, without which it would have been very difficult to co-ordinate the release in time.

What's Next?

I've promised Google and Nvidia that I'll do one final port (for the time being at least) to their Android tablet devices and then after that I'll be free to finish off some Kickstarter reward stuff. And then I will perhaps start exploring other avenues to get TinyKeep onto other more consumer based platforms. *cough* consoles *cough*
Thanks again, until next time!


Wednesday, 29 October 2014

TinyKeep v1.2 is here!

Version 1.2 is finally here! This will be the first update to TinyKeep since the game was released on Steam at the beginning of the month. When the initial launch excitement was over, I was able to collect and collate a whole bunch of feedback from the Steam community forum and reviews. As I'm the only full time programmer on the team, I obviously cannot add every single feature request to the game, however I was able to prioritize between what I felt were the most important requests against the issues that were the quickest and easiest to fix.

Version 1.2 is available now!

  • If you have TinyKeep on Steam, you will be automatically updated immediately. If you do not have TinyKeep on Steam, what are you waiting for? You can pick it up at

What about MacOSX and Linux?

I wanted to add the most important and heavily requested features and fix all the bugs and annoying issues before I tackle porting to other systems. Now that this is done, I'll focus all my attention on getting the MacOSX and Linux versions out on Steam. These are all technically working but needs some further testing to ensure there are no issues.
Here's a brief list of the all the additions, fixes and tweaks to v1.2:

Temporary Save and Quit

A highly requested feature, you can now quit the game during a run and you'll be able to pick up from where you left off the next time you play. Note that the game will only save from the end of the previous level, and more importantly, it's still permadeath. So if you die you'll still have to start from the beginning. However, for the less hardcore players we have added...

Unlockable Level Selects!

As you progress through the game (and inevitably die), each new level you visit will be unlocked. So the next time you play, instead of starting from the very beginning, you'll be able to skip to a level you've been to before. This feature was added for those players who dislike the whole permadeath thing, but there are some strings attached. In order to balance the difficulty, you'll still start the game with zero buffs and hence be at a disadvantage compared to starting from level 1. Achievements and speedrun timers are also disabled in this mode.

Custom Control Remapping

Another highly requested feature which in hindsight should have been included in the initial release. Every single game control can now be remapped to a custom key of your choice. Hopefully, with just a few minutes of tweaking, players should be able to get the game to support any external game controller out there. Please let me know if you find any issues with this as I've not tested it on every single controller type, and it would be useful for me to find out what kind of gamepads you guys use!

Other Additions

  • I've added an additional 25 achievements ranging from really easy ones to medium difficulty ones. I admit the 11 that were there before were a bit hardcore!
  • Disable screen shake option.
  • Disable Xbox360 controller prompts.
  • Lighter (less annoying) corpses.
  • Coin radius increase (you can now collect the coins stuck in those pesky crevices).
  • Improved/clearer Xbox360 controller diagram.

Bug Fixes

  • A handful of level seeds were unwinnable as the player was too "fat" to fit in some of the gaps in the wall. This no longer happens.
  • Fixed some unwinnable cave areas.
  • Pause menu can now be closed with ESC.


Hope you will all enjoy the improvements and fixes I've made this month. There's still a lot more for me to do, as you can see with the porting and fulfilling the last of the Kickstarter rewards but for now I hope this resolves some of the major requests I've picked up.
Until the next update, good luck and happy escaping!

Monday, 22 September 2014

The TinyKeep OST is here!

So my composer Will Bedford dropped this into my inbox this morning, a fully mastered version of the TinyKeep Original Soundtrack!
Now available to purchase on Bandcamp :D
We're mega proud of the game's music, so it's good to be able to finally condense it all into a tidy little album. Please take a look and consider purchasing if you would like to see Will continue to make more amazing music for games!

Cover Art

Saturday, 20 September 2014

Steam Page and Official Screenshots

Our Steam page is up! (Game currently locked and coming soon)
Here's 5 official launch screenshots we released last week! You can find the full set of 25 screenshots on our media page:
The Guardian of Demons
The Guardian of Demons
Auto Map and Buff System
Auto Map and Buff System
Sacrificial Buff Shrines
Sacrificial Buff Shrines
Bone Crushers
Bone Crushers
Who the f**k is this!?!?
Who the f**k is this!?!?

Friday, 19 September 2014

TinyKeep Teaser Trailer

Hi everyone! Sorry for not being as active on the blogs as I normally am, but we've all been mega hard at work crunching for the imminent release - and for this little video:

Please like and share so we get the maximum amount of exposure possible! Depending on how sales go, we would really love to be able to fund improvements to the game after launch.
The trailer has also been making the rounds on Twitter, so if you can please retweet this to your followers, every little helps!

TinyKeep Release

I'll be brief as I still have a lot of marketing to do in the next few days, but we're going to be releasing TinyKeep on Steam (Windows version first, with other platforms soon to follow) sometime at the end of September. We're thinking 29th or 30th.
I'll be back with more specific details on the release, but for now, enjoy the trailer and look forward to the playing it very soon!

Saturday, 26 July 2014

Screenshot Saturday + Video, Music and Everything Else!

I'm going to try a little experiment. Today's update will be on IndieDB. Let's see if this link through will give us a little bit more exposure on that site.
Thanks for reading! Until next week...

Saturday, 12 July 2014

TinyKeep Hell and Fire

Bang on schedule, this week I've been working on a completely new environment. Was getting a little bored of all the rectangular dungeon layouts so this has been a welcome change. Otherworldly demons lurk here in this strange dimension, but how does one gain access? I will leave you guys to figure this out once the level is ready...

Enter at your own risk
Enter at your own risk

Yay, no rectangles
Yay, no rectangles
The floor is lava
The floor is lava
No, this is not a savepoint
No, this is not a savepoint
Probably not a tasty stew
Probably not a tasty stew
You can also find higher res versions of the above screenshots on our Tumblr page:

Let's Play TinyKeep Alpha Two

Noaksey, long time fan of TinyKeep and event mug winner showing us all how it's done. Both levels completed, no sweat!

One of our backers/pre-orderers gets his grubby hands on TinyKeep and decided to make us this video. Thank you EdgyNinja, and hopefully see you again at EGX this year.

The lovely guys from the indie title TerraTech (did I mention also on Kickstarter, go back it RIGHT NOW!) stream themselves playing other games every Friday afternoon, and TinyKeep was their first one. I even managed to sit in with this, so if you would like to see my ugly mug being interviewed again go watch this video!

What's Next

This weekend I'll be putting together "Maggie's Lair" and then for the rest of the month it's back to the AI for the remaining plethora of monsters. We'll catch up again soon!

Saturday, 5 July 2014

TinyKeep Overgrown Screenshot Saturday

So I keep saying repeatedly that I'm going to work on the Overgrown/Ruined/Jungle environment but instead find myself fixing other things instead, well this week I actually managed to get something quite nice up and running. This area of the dungeon has long been abandoned by humans thousands of years ago. What remains is inhabited by other races of a tribal nature… Expect lots of Arrow Traps, Ancient Artefacts and Secrets!
Here's a few work in progress screenshots featuring our new "Mayan" style tileset from Matthias. You can view more high res versions here if you prefer:

Saturday, 21 June 2014

Screenshot Saturday

Or more accurately: Moving Screenshot Saturday
Currently prototyping one of the first minor bosses of the game, Richard of Cobb "The Unburnable" with his many flaming arrows.

Sure, arrows exploding into flames might be a bit overkill, but this is the exaggerated world of TinyKeep after all.

Sunday, 15 June 2014

TinyKeep preparation for Radius Festival 2014

So I was supposed to have got the overgrown/jungle/ruined area mapped out this week but instead I found myself finishing up a few other bits and pieces for the prison area instead. Radius Festival contacted me about exhibiting TinyKeep next week, so I decided to get this area done and dusted for the event. This also means I'll be able to release the next alpha version hopefully end of this week - because event deadlines make me work faster :P

Radius Festival

Radius Festival is a free game exhibition event lasting 3 days in London. It was co-founded by Keith Stuart, games editor of the Guardian and sponsored by Mike Bithell games. The event showcases some of the best indie titles the UK has to offer.

TinyKeep will be exhibiting on Thursday 19th June at White Space Venue, London. Come say hi!
Here's some screenshots of last week's progress:

I'll leave you to figure what's going on with some of these - don't want to spoil the details.
Alpha Two download next week, and maybe I will finally get started on the overgrown!

Thursday, 5 June 2014

Don't Screw Around With Ancient Artifacts

EDIT: More juicy gifs on our tumblr here:

So I made this in the coffee shop today...

Next week: Jungles, ruins and... dancing Orcs. Yep, you heard me!

Monday, 2 June 2014

TinyKeep live streamed by IndieDB & Desura!

IndieDB has handpicked 4 games to stream tonight on their regular Monday Night Indie sessions and TinyKeep is going to be one of them! Pop by on Twitch at 8pm PST (4am GMT) to see the game being played live by IndieDB/Desura staff. I'll be joining to answer any questions live as well!

Thursday, 29 May 2014

Let's Play TinyKeep by Noaksey

Dean Noakes (Noaksey), is an awesome guy I met on my Rezzed and Insomnia travels. Yesterday he posted his Let's Play of an early build of TinyKeep. He's done a few pretty entertaining runs here (which reminds me I need to make the spike traps break after a couple of activations, as I keep seeing people abuse them :P)

Noaksey has a fantastic collection of Let's Plays and other entertaining gameplay videos, and already he is starting to get a pretty respectable following on Twitter. Recently he has been trying to hit his first 100 subs all week, so if you like his content please Like the video above and subscribe! It would mean an awful lot to him if we were all able to help him make his target :)
Today I will be meeting up with our resident audio guy Jey to discuss the final details of our sound production. I'm pretty excited about this as I've been putting together the final plans for our level design and it's going to be awesome bringing this all to life with a proper soundscape.
Three months to go now until Beta testing.
Wish me luck!

Monday, 19 May 2014

A TinyKeep Saga

Hi all, just a quick one to let you know I'm about to commence on my journey for Sweden to attend the Nordic Game Conference (NGC). I've been invited by Unity to present a talk there about TinyKeep's random dungeon generation but I'll also try and sneak in a bit of the game in there as well for publicity's sake.
Here's a list of all the fellow speakers joining me at the Unity Track. Mike Bithell of Thomas Was Alone and Volume fame will also be doing his presentation a couple of hours before mine, which is actually pretty crazy!

I think the talk will be recorded so I will post up a video of it when it is available - if you happen to be interested in this kind of thing!
Hope you are all enjoying the beautiful start to the summer so far!

Tuesday, 13 May 2014


I think Matthias (our artist) was bored today because I found this in my inbox this morning. (Click here to view the image in full size!)

Along with the following message:

"Hey Phi! How's it going? Just wanted to send you this image. Perhaps you can find a use for it. It's the skeleton crew and some other critters celebrating because they are starring in an actual game project. Their first real gig so to say. :). Cheers! Matt"

Thursday, 8 May 2014

Back to Normality

Hey everyone! What an absolutely crazy month it's been for myself and the team. Most of March and April was spent on crunching an ungodly amount of man hours getting the build ready for the three big events that we attended: EGX RezzedUpdate and Insomnia 51. But now it's time to settle down and get back into the full swing of development again - there's a huge amount of content still left to add in the next four months.


Multiplay's Insomnia Gaming Festival was a blast, very different to the consumer focused Rezzed as it was more about playing games and having fun rather than selling and announcing stuff. We managed to set up two machines this time and actually got over three hundred people to play the demo. As usual we gave out some of our lovely Kickstarter mugs to those determined punters who actually managed to beat the first level!

Let's Player and Game Reviewer @NoakseyV1
Let's Player and Game Reviewer @NoakseyV1

Alex Rose, Vorpal Games
Alex Rose, Vorpal Games
I also managed to get the guys running the event to let me have 15 minutes or so on the Expo stage showing off and explaining the game on the big screen. Hopefully a few people managed to steal themselves away from all the Minecraft stuff and catch a glimpse of TinyKeep in action!


Since the slight shift of focus towards more roguelike/permadeath gameplay elements I've so far been getting mostly positive feedback from the pre-alpha and pre-order testers, gaming press and from people attending the live events. However there have been a handful of people who have messaged me their concerns, in particular the level of difficulty in the current build and also whether I'd still be including more relaxed modes of gameplay focusing on character progression. I'll try and answer these as best I can in the following points below.
  • The extreme level of difficulty for the current pre-alpha version was intentional as it was part of a live challenge we set up for the events we attended in April. However, the full version of the game will include a tutorial and a much gentler difficulty curve to ease you into the experience. As with most games of this genre, completing the game will still require a lot of practice but we definitely do not want to drop the player into the deep end right at the very beginning!
  • Someone asked me if I could include a more "relaxed" mode that would allow the player to explore the dungeon at a more sedate pace. While the current build obviously does not represent what the game will eventually feel like, I will still be adding a sandbox/practice mode to allow the player to choose the dungeon seed as well as set a number of environment and monster spawning parameters. So you will be able to set up a custom scenario to best match your playing styles.
  • Procedurally generated swords from this old post - yep this is still planned!
  • Character progression and inventory. Okay, this one is a biggie. Traditional roguelikes of course focus on permadeath, which means if you die you lose everything, and I understand why this would be a major concern for some of our backers. However with TinyKeep we have always wanted to blur the lines between roguelikes and RPGs. So we will be including a few elements of permanence in the form of unlocking legendary swords (see the procedurally generated swords post above). I don't want to give too much away at this point as it is basically our unique selling point that Ben and I have been discussing for years, but essentially you'll be able to save some of your items from the inventory between games, even between roguelike and sandbox/practice modes. It's a solution that I hope will strike a balance between tense permadeath and classic RPG progression, without including any elements of tedious grinding. I know it's a little vague right now but I ask you all to please trust us in our vision to make TinyKeep different from the so many other similar themed games out there!
That's it for now! Time to get my head down and continue working on the game...