Amazing Frog? is a Hardcore Parkour openworld buffet of bonkers physics sandbox gameplay.Welcome to the town of Swindon, SwindonShire. Home to flatulant super hero, Amazing Frog? a 20Km Landscape A whole bunch of vehicles 4 player split screen Vist the Moon.
Recent Reviews:
Mostly Positive (44) - 77% of the 44 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,215) - 86% of the 1,215 user reviews for this game are positive.
Release Date:
Nov 20, 2014

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Early Access Game

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“This is the all new Amazing Frog? universe. It is growing, the capabilities, the vehicles, the modes. The story of how a Frog can rise to become Swindon's Flatulent Super Hero will unfold as we add content and features to the game. We love sandbox physics gameplay and how you make your own challenges. Ultimately we want you, the player to have more control over what goes on in Swindon.”

Approximately how long will this game be in Early Access?

“We are aiming to take it out of Early Access next year, there are currently so many ways to play Amazing Frog? But we want more Swindon, more vehicles, more challenges, more physics chaos. It will be hard to know when to stop and move to full release and even then we will not stop having plans for expanding the Amazing Frog Universe!”

How is the full version planned to differ from the Early Access version?

“Our vision is to make a frog based, online, GTA style, rag doll sandbox game, based in our home town of Swindon. The full version should offer a more well rounded game environment. Each building is being demolished and reconstructed by the Swindon Town Council. Amazing Frog? will always be driven by sandbox gameplay and general messing about, but we are integrating progression systems seamlessly integrated to more worlds, challenges and battles.”

What is the current state of the Early Access version?

“In Amazing Frog? 1 to 4 players can enjoy the town environment of Swindon, where you can catapult yourself into sky, over the building on trampolines and explosives for mad ups and to get to hard to reach places. Or you can take it easy and go to the Park, enjoy a game of chess, interact with NPC frogs and play football and basket ball.

If you are feeling more adventurous you can search for the hidden trophies, cookies and guns. If you want to get around quicker you can drive cars, buses and trucks, pull stunts or race each other. Or mix all of the above.
From Swindon you can visit Fart Gyms, just chill in your Hideout or search for the Sewer and the underground LAB. There are also Zombies (..naturally).

If you manage to escape over "The Wall" there is 20km of Landscape to explore that we are constantly adding features to.

If you are stuck for what to do you can set yourself challenges, "can I get to the blimp" , "can i land a car on that building", "what's that on that mountain" , "where are the other trophies"

Also for the Early Access version, we have created a set of small test worlds with simple sandbox gameplay. These small worlds we intend to grow into what will eventually be called "Party Mode"

Throughout the game there is a simple "Jump to Join" mechanic. Hit jump on one of the controllers or the keyboard and a player can join the game. Each world supports up to 4 players in split screen.”

Will the game be priced differently during and after Early Access?

“The plan is for the Early Access version to be cheaper. As we progress towards the full release of Amazing Frog? the game will get bigger and bigger so get involved early.”

How are you planning on involving the Community in your development process?

“So much of the fun in building Amazing Frog? is in watching people play it. We want to see what people challenge themselves to do. Many modes have been and will be inspired by how people get their frog on, either on their own or with friends. We love physics sandbox games and are still amazed at how gameplay can unfold differently each time you play. We want to see what you do! Everyone plays differently. Use the steam community features. come at us on twitter and Facebook. The game development process will be effected by your feedback.”
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Recent updates View all (46)

February 9

Amazing Frog? Devblog 023 - Post Jan Fix Fest

Firstly, OMG I can’t believe people found the Fly Hats. Furthermore, I am getting reports that the space fly hat didn’t appear in peoples wardrobes. How very Fayju :S Fear not,  if you have the message that you found the space fly hat in your notifications on the fPhone, I should be able to get it unlocked in a fix in the upcoming V2 update. (We really were not expecting people to go looking for them.)

It has been a bit of a January fix fest for both V2 and V3, now we are in Feb we are starting to see things more clearly.

After putting out a really exciting update just before Xmas we were looking forward to continuing at that pace into January. Unfortunately, it didn't turn out like that. One of the big disadvantages of being just the two of us really hit home in the first two weeks of the year. After Unity make some updates, it invalidated a lot of the progress we had made in V3 and we spent the first half of the month trying to isolate what went wrong and haven’t resolved all of the problems yet. Spending so much time searching for problems, isolating and fixing them, is something we are used to in game development, but for small teams, this has a massive impact on progress.

In comparison to V2, the V3 set up is now incredibly complex. Swindon has fully dynamic lighting to cater for the Day/Night system, high resolution texturing, where details are streamed in dependant on whats in view, PBR materials that react correctly to lighting, occlusion culling, a whole range of post-processing effects, kick-ass water, LOD setups, Network integration and a whole bunch of other components some that we made, some that we bought, some that are just complex bits of Unity that we need and had to learn to use. So when some or any of these complex components stop working for any reason .. (...often because we updated Unity… ) development takes a real kick in the Charlie's Angels. Spending all our time fixing rather than making is the downside of us being just two. Don’t misunderstand me though, we love the challenge and we are so excited about V3 more than I can say, even if it sometimes feels like its getting the better of us.

On the other hand, The Magical Mystery Toilet update reminded us of the advantages of being a small team. Because V2 has a more stable base and set of unchanging components ( also no more Unity updates for V2), it allowed us to rapidly put together a whole load of new content. If we weren’t spending most of our time building up a reliable base for V3 we would have been putting out updates much more frequently with V2 in 2017. That's why getting to a stable base in V3 is now so very important and our main priority.

We still recognize the value of V2. Having spent more time on it recently we were reminded that there are lots of issues in V2, most of which we had abandoned because we figured, "meh, that won’t be an issue in V3". Things like physics optimization, the flickering of decals and the stripyness of the sea at altitude (Z fighting) and sea not being great,  the lack of distance fog and post-processing effects and that the blimps are not great to fly and could be much better if they tipped less and carried stuff. All these issues we just figured would be resolved in the development of V3. Things are different now since V2 and V3 are very separate projects. They both have their own lives. So in the spirit of The V3 January Fix Fest, we figured, let's spend some time investigating the possibility of fixing some of these outstanding V2 issues. And we found a few ways we could make it better.

It makes sense that V2 could have a few things added and fixed and tweaked, it could help it stand on its own and not just on Steam. We often have requests to put AF? on other platforms not to mention all the scammers charging people for fake versions of Amazing Frog? on mobile platforms. We had considered this before and even made mobile versions of Amazing Frog? at different stages of development. But we always abandoned it because we didn't want anything getting in the way of V3. In fact one time back in 2014 pre Steam, we showed V1(from OUYA) to Nintendo, but at the time they didn't think it was right for their platform.

After the balloons and the lunar lander were added and we found ourselves flying around more slowly and it was more difficult to ignore the terrible Z-fighting and even though its V2 we had to do something about it.

There are still a few things left to do on V2 before its next release, with updates camera and rendering system also you may be able to spot some of the of the newer systems from V3 creeping into V2….  But that should drop pretty soon.

But Hey Gaz,.. V3...What about V3? Remember V3…?

Feeling a little skeptical about V3?…. don’t be. We still work on V2, but we are all about V3. That's the mission.

It's been difficult trying to do everything at once in V3 and constantly spinning all the plates that keep SwindonShire whole has frequently got in the way of us reaching what we would think is a distributable standard on builds. Too much to resolve at once. Imagine Hal is “Slartibartfast-ing” SwindonShire, Messing with the sun to grow vegetation, but now he has to stop gardening because I need his help changing the lightbulbs in the Fayju building, because I can’t see what I am doing with the doors. It's a crude example… but there is a massive chain of interconnected dependencies in a large world and often major shared components either break or demand to be changed if they don’t fit with the latest addition.  Simply put, you can’t make an omelet without breaking some eggs.

So we had to come up with a better strategy. After feeling really let down by the collapse of the project after the post-Xmas Unity update process, we decided it was imperative to form smaller environments to enable focus on independent chunks of the game. To protect ourselves from these kinds of issues in the future. I guess we had skipped this step before, as we know where everything needed to go in Swindon. We figure that if we begin releasing builds using test worlds, rapidly built for the purpose of bouncing about and shooting each other, it would help give Hal the freedom he needs to break and mold “SwindonShire”  and me the space to focus on bouncy shooty multiplayer stuff. Also in our new test worlds, we can both focus on each of the new asset systems with more clarity, like the guns, clothes, cars...

A New Blimp System?

The asset side of V3 has been growing steadily. The all new blimp system in one of our next major undertakings in that area.

The Blimps have always been a major feature in Amazing Frog? We are building on this in V3

You may have spotted it in the new V2 pics too, while in V2 it won’t look as detailed, the blimps in V2 needed an upgrade so we thought what the hell.

So, that's about it for now. I’m sorry this devblog took so long it's been tricky. I actually wrote most of its last week, but when we got around to taking screenshots both versions were not compiling properly since I had completely changed the cameras in V2 and was sharing the code from V3. I didn't manage to fix either till Monday. Well, we took the screenshots today and it shouldn't be too long before we have something else to share.
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December 31, 2017

Amazing Frog? Devblog 022 + Hotfixes f0.2.9a

Firstly I hope you are enjoying Amazing Frog? : The Magical Mystery Toilet. The second set of hotfixes has now been uploaded. We addressed some problems we saw in some videos and of course the community has been really helpful in spotting stuff which has gone wrong.

Some of the things the new hotfixes resolved were cars exploding as they get flushed, jumping through withheld objects going a bit weird, no reward on red Megladon…various rewards not triggering. sorry.

We really do try and test like crazy, but its difficult testing a magical toilet that you can put almost anything in, also we added way more stuff than we had time to control…I mean seriously, we had "shark cannon" on the list…. Either way, we had an awesome time making The Magical Mystery Toilet Update and it just wouldn’t be Xmas for us without a last minute Xmas update.

It's been such a long time since we updated the store page too. not even sure what game I am looking at, we really need to update the store page artwork and trailer… heh and the Splash screen. There are so many great screenshots in the community I think we are just going to have to use some of these on the store page. That is if we can organize ourselves enough to do it... A couple of days ago I went through the screenshots of the f0.2.9a and I ended up downloading over 70 …There were loads more that I liked too! So that's why all the screenshots in this devblog are yours. The ones I downloaded from the steam community.

There are so many that are great for all sorts of different reasons. Some show achievement and dedication, some show off the game well, some alert us to bugs and some just make us laugh like crazy.

Also, its a great place to see the weird and wonderful things you guys have been getting up to in Amazing Frog? Often there is a lot of activity we hadn’t even thought of.

(this feels like it almost simulates soft bodies)

(This is one of my favorites, not just as a cool screenshot, but as I was shocked to see you can pick zombies up by their legs… I mean I must have programmed it to do that, but I had just forgotten. I may have to make it so you can pick up the other NPCs by there feet too.)


We’ve been making hotfixes, and billboards etc, but we still slowed down a little over the Holidays and these past few days gave us a chance to reflect on the past years development. It was fun being back in V2, in fact, we had a lot more fun than we had anticipated. We had been so wrapped up in the newer looking graphics and more capable physics of V3 that we had almost lost sight of fast-paced nonsense. Developing V3 is a much more careful process, demanding more time and precision, but working in V2 reminded us not to lose our fluidity. For example, if I want balloons I should just get on and build it and not worry so much about if I am going to break everything (I mean it did break a quite a few things, but not everything). V3 is our main focus and will continue to be so as we enter 2018, but there are some items on our V2 Update list that didn't make it to The Mystery Toilet update and hotfixes and I don’t think we are going to be able to resist the temptation to make them a reality in another V2 update very soon. Even if we just spend a bit of time here and there on V2. Also, since we have built better controls and input in V3 it's really been bugging me that you can’t click on the menu or phone with a mouse in V2. So I may need to do something about that in the near future as well.

This Next Year
For the most part of 2017, we have been intently focused on the development of V3. We did not venture out of the studio at all in 2017. In 2018 we are planning to get out a bit more, although before we can do that, we have some development targets we need to hit.

The most important first target is to get the V3 online beta playable. We want to have both V2 and V3 playable. So V3 will not replace V2 it will be downloaded with it. Every day we progress V3 feels more and more like a separate game. (A separate game that Steam Early Access players will always get.) As we move forward its likely that the first V3 beta releases will be test modes and we will shut off the main game until we feel its ready.  Much of the progression in V2 was built retrospectively and it's not very clear that there is a purpose (i use that term loosely) or direction ( another word I use loosely ) Essentially, we felt that we made mistakes as we made in V1 and then subsequently more mistakes in V2 and we want to make sure V3 benefits from our recognition of those mistakes.

Its been a great year, though. We are really excited about what we have made, and what we are working on, but without the release of Amazing Frog? in 2017 as an Online Multiplayer game, it feels like something is missing...

Its close, real close, but it's not today. We wish everyone a happy new year, Stay tuned for some more updates in Early 2018.
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About This Game

NOTE: (haven't updated this store page in a while, please check the News on the community for more up to date info on Amazing Frog? or players awesome screen shots)
Online Multiplayer is coming soon, we are still in Early Access.

I'm going to replace this old description v soon.

Amazing Frog? is a Hardcore Parkour openworld buffet of bonkers physics sandbox gameplay.
Welcome to the town of Swindon, UK. Home to flatulant super hero, Amazing Frog?

The Hideout

Start in hideout, play on your own or split screen with your friends


Enter Swindon where you can drive cars, buses and mobility scooters, jump on trampolines, fire yourself out of cannons, into explosions, search for trophies and Tvs and reach the heights and a whole lot more. Its your Swindon do as you please.

Swindon Local Attractions

Take a quiet trip to the Swindon fArt Gallery if it pleases you…. Feeling aggressive ? find a crossbow, machine gun or laser and shoot the hell out of each other. Visit the Fart Gyms for a workout or discover the Zombie filled underground Sewers.


Plan your escape of Swindon to explore Greater SwindonShire (a 20KM island) where you can go offloading, ride pigs, discover secrets, go for a swim or drive boat in the surrounding Ocean and Lakes


... but watch our for the relentless sharks… cos they huuuuungry.

The Swindon Town Planning Office

Remember to always The Swindon Town Planning Office after an Update. This is where Gaz and Hal from Fayju will notify you in game of updates and additions.

Test Rooms

There is also a bunch of test Rooms to play around in. For testing out vehicles, trampolines , weapon testing facilities, playing with sharks… basically seeing what your frog can do. Many mechanics are built in these test rooms.

Amazing Frog? Key features:

  • a 20Km Landscape
  • A whole bunch of vehicles
  • 4 player split screen
  • Pigging backs… and pigs
  • ridiculous ragdolls, trampolines, cannons and explosions
  • Weapons like crossbows lasers and machine-guns
  • Vicious Sharks
  • Swimmming ish and Boats in the ocean
  • Fully fitted Fart Gym
  • Underground Zombie Frogs in the Sewers
  • A Giant chessboard
  • A bunch of test rooms
  • and a whole lot of mystery...

play together.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows 7
    • Processor: 2.5 GHZ Dual Core
    • Memory: 4 GB RAM
    • Graphics: 2GB
    • Storage: 1 GB available space
    • OS: Windows 8+
    • Processor: 2.5GHZ Quad core
    • Memory: 4 GB RAM
    • Graphics: 2GB
    • Storage: 1 GB available space
    • OS: 10.8
    • Processor: 2.0 GHZ dual core
    • Memory: 2 GB RAM
    • Graphics: 2GB
    • Storage: 1 GB available space
    • OS: 10.8
    • Processor: 2.5GHZ Quad core
    • Memory: 4 GB RAM
    • Graphics: 2GB
    • Storage: 1 GB available space
    • Processor: i5 2 GHZ quad Core
    • Memory: 2 MB RAM
    • Graphics: 2GB
    • Storage: 1 GB available space
    • Processor: i7 quad Core
    • Memory: 4 MB RAM
    • Graphics: 2GB
    • Storage: 1 GB available space
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