Making a Multiplayer XBLIG

I’ve written a pretty in-depth article for both gamers and developers alike on the challenges of developing a multiplayer Xbox Live Indie Game. It’s now published on Gamasutra as a Featured Post and on Kairi Vice’s monthly feature Tales from the Dev Side. Please check it out and let me know what you think!

“Let’s Play” 48 Chambers

The incredibly funny and talented MikeB has done a “Let’s Play” of our new game 48 Chambers! It’s hilarious as expected, and it sounds like he had a some fun to boot. To hear his palms were sweaty was awesome as that means we did our job well!

Also, The Controller Online has posted a good review of the game today. A big announcement is coming very soon, so stay tuned!

48 Chambers 2.0 is Available Now!

The new update for 48 Chambers is now available for all platforms and marketplaces! To celebrate, we’ve cut a brand new trailer and are offering 50% off until Wednesday. Visit 48Chambers.com to buy now. Enjoy!

  • New Casual Mode with infinite lives
  • New Hardcore Mode with one life
  • Reduced Load Times by over 50%
  • New Background Colors and Preference Option
  • New Hardcore Online Leaderboard/Highscores
  • Added Spacebar for boosting on Windows
  • Fixed rare Code 4 Error on Xbox
  • Gameplay tweaks and bug fixes

48 Chambers Post-Mortem

I’ve posted a post-mortem/summary of 48 Chambers’ development history, and that of Discord as well, over on the amazing sub-Reddit r/Gamedev. You can read it right here. I was also convinced to submit it for consideration to the venerable Steam platform. Well, here’s hoping at least!

48 Chambers Out Now!


You can purchase 48 Chambers now for $1.99 from our store, Indievania, Desura, or the Xbox Live Marketplace for 80 Microsoft Points!

Can You Master the 48 Chambers?


We’re in the home stretch! The new graphics are in, the levels are done, and we’re wrapping up production now. We’re expecting to begin testing on March 28th for both Xbox 360 and PC. Please contact us through the About page if you’re interested in helping out. Stay tuned for testing and release information in the next couple days!

When 36 Becomes 48

Just a few quick updates on 36 48 Chambers. I’m a couple weeks behind schedule since I decided to create a PC port before release. The port went smoothly, but took a little longer than expected. Here’s what I’ve completed in the last couple weeks:

  • Increased levels to 48.
  • Created PC port with Online Leaderboards, Mouse Support, & Fullscreen.
  • Improved UI & Menus.
  • Commissioned new art assets by Take Arms artist Jianran Pan.

The only things left to do is re-ordering the levels, improving difficulty curve, & testing. After that I’ll be ready to get it into Peer Review for XBLIG, and start submitting to online PC marketplaces. More details soon!

36 Deadly Chambers Await You

Way back in the spring of 2009, we decided to make an entry for Microsoft’s upcoming Dream.Build.Play contest. The result of our effort (and our first game ever) was the “twitch-mover” 36 Chambers. With just two controls (move & boost), you must navigate 36 treacherous chambers of spinning blades, wall guns, floor spikes, and other hazards.

After entering the game into the contest, we began working on what was to become Take Arms and quickly forgot about it. Over two and half years later, I ran across the original project while organizing files. I was able to get it running in XNA 4.0 without much effort, and was pleasantly surprised to find that it was actually pretty fun.

With the intent of finally releasing it to the public, I’ve been working on optimizing load times, improving graphics, adjusting difficulty, and rounding out the rough edges. I’m expecting to have it into Peer Review by next week, and on the Xbox Live Marketplace by mid-March!

Here’s the original Dream.Build.Play trailer from 2009:

Take Arms in Official Xbox Magazine

Take Arms is featured in the March issue of Official Xbox Magazine! The game is suggested as an alternative to Gears of War 3 in the Indieverse column “Indie Alternatives to 2011 Blockbusters”. You can read the article online here, or pick up the March issue and flip to page 89.

Discord Updates

A lot exciting things have been developing in the new year, but I’ve been waiting until things were concrete before making any announcements. That time is now, so without further ado here’s the latest.

First off, Take Arms’ January sales stayed steady and we managed to sell 2,375 copies! I’m very pleased with how it’s been selling this winter. Hopefully sales will stay steady and February will see similar results. I’ll be doing a more in-depth break down of the sales here soon.

Unfortunately, work on Arms Runner was abandoned after I completed the Unity contest entry. I didn’t think it was fun or original enough to justify the several more months worth of work to complete it. The Unity contest results will be released here in a few days, so we’ll see how we fared in it.

Lastly and most importantly, I’d like to announce that Discord co-founder Tim Dodd has returned and that we’ve started development on a brand new multi-platform title! We’ll be using the Take Arms engine, and leveraging MonoGame to bring it to Windows, OS X, Linux, & Xbox 360. An official announcement on the game itself will be coming in a few weeks once the design is completed.

Thanks to everyone for their continued support. Please stay tuned for more updates!