Below is a selection of games we have made (or are in the making). HAVE FUN! :)
fps / dungeon crawl / action
Release: TBA (Alpha Available)
Relic Rogue is a voxel-based first-person dungeon crawler with strong focus on exploration, puzzle solving, and combat. You take role of a hired treasure thief set on a series of contracts to retrieve mystical relics. Stay true to the contracts and complete the deals by selling the relics to the buyers or be a go rogue and keep the relics for magical enahancements. The choice is yours! However, each choice comes with their own consequence...
Note: This game was previously titled "The Adventures of Relic Rick" for people who are familiar.
MINIMUM SYSTEM REQUIREMENTS:
OS: Windows XP/7/8/10
Processor: 2.0 GHZ Dual Core
Memory: 2 GB RAM
Graphics: NVIDIA, AMD, or Intel OpenGL 4.0 / DirectX 11 Graphics
RECOMMENDED SYSTEM REQUIREMENTS:
OS: Windows 7/8/10 (64 Bit Versions)
CPU: Intel i7 2600 or Better
Memory: 6 GB RAM or More
Graphics: NVIDIA 770 GTX or Better
dungeon crawl / action / retro
Release: September 7, 2014
arcade / action / retro
Release: November 23, 2013
fps / action / paranormal
Kevin's PhysX Demo
fps / physics / tech demo
Release: July 31, 2008
adventure / puzzle / point n' click
Release: October 12, 2007
Dangerous Dungeon is a very short throwback to the old 90's style point-n-click adventure games like The 7th Guest and Shivers.
This game was "finished" on October 12, 2007, however, was never released... until now! This is one of our earliest games of which we have recently rescued from our backup drives and decided to release it. Surprisingly, the game seems to still work today! Old code tends to go bad if left unattended for years, so please go easy if you stumble upon bugs... and there are many grammar & spelling errors in the game. We were young when working on this game. ;)
fps / action / sci-fi
Release: August 1, 2006
Slaughtered is a science-fiction horror FPS set on a mutant infested moon base.
The very first project that we started working on. This is the project that started it all... We had released a demo in early 2006, however the project was never finished. The main reason why we had abandoned the game was because it was being developed with a mediocre game engine that had major limitations, sluggish framerates, and game-breaking bugs. Plans of recreating the project in another game engine were passed around, but never officially started.