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 Oculus VR support.
Recent Reviews:
Very Positive (31) - 93% of the 31 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (952) - 87% of the 952 user reviews for this game are positive.
Release Date:
Nov 20, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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 (41)

September 23

Amazing Frog ? Devblog 019 Dick Lovett

First off, did I mention last time that I was working on User interfaces…?  I don’t really like working on interfaces, because it reminds me of building websites and boring advertising stuff that I used to have to do every day before I was able to focus purely on making games. Nonetheless, I am thankful for my history of building “boring” applications as it is incredibly helpful in getting the new user interface set up for f0.3.0. So I had to start with fOS 2.0

fOS 2.0

As I have said before getting the foundations of this version right are incredibly important. A flexible user interface is at the heart of delivering all the new capabilities which are coming to f0.3.0. In the previous version the fPhone was responsible for most “UI” stuff, like navigating, controlling and modifying the game. It was not our intention for the fPhone to become this. It was supposed to be just one of many interactive gadgets rather than the core navigating and interacting device.  Unfortunately,  the way it was originally built, specifically the UI behind it was quite limiting and we just didn't have the time to make it more flexible and to deliver more complex user interaction outside of the fPhone. Also lets not forget that in the versions before f0.3.0 the user interface only worked on the Dpad (and IJKL), no mouse click!  This is no longer the case and I’m quite proud of the new system. Not just how can use all control devices (including a mouse finally!), but its not limited to the phone screen like before.

And its more flexible.

I don’t really know how to explain how or why it was so important to create a new interface system or why i rebuilt fOS 2.0 for the fPhone, other than to mention what we are about to do with it. Because until the UI could become flexible enough for our demands it was like a developmental bottle neck restricting our creativity. The new system is enabling things like the more advanced apps needed for multiplayer connectivity (e.g. f inder and frogBook working titles), fMaps 2.0 with more detailed realtime info viewable not just on the fPhone, interactive cashpoints and other electronic devices, outfit and car customisation, in car menu, the coming inventory,  phone driven remote control er..stuff... ,  playable fApps… I could go on we have a massive list of stuff and i needed to ensure the UI would work reliably and efficently for all of them.

But for now, lets look at some world stuff.
Dick Lovett

Dick Lovett is a working title for the Car Showroom. We may not call it that (google it), that is the name of the local car dealer in Swindon , yes thats right there is car show room called Dick Lovett in Swindon and across the West Country of England. So we probably shouldn’t use it. (We’ll probably end up calling it Swindon Discount Motors or Swindon Bargain Basement Autos, We’re still thinking it through. (Suggestions welcome)

So why do we now have a car showroom? As I have touched on before coming soon is the Bank of Swindon. Frog Milk coffee co was our way of testing out currency as a mechanic pre f0.3.0. Its always been important for us to get money in the game. What better way to spend your hard earned 'frogbux' than to buy a car and mod it. The exact workings, how much car cost, what parts upgrades you can buy etc, is still being considered.

The Mod Shop
So did I mention car parts?

You are also going to need somewhere to customise the cars too. The first beta may not feature the full extend of this as car customisation is a big undertaking and what with all the new costume, Ai, finance and multiplayer stuff I can’t say exactly how much will fit in f0.3.0. But f0.3.0 is just a beginning. As we mentioned before, back when Hal spent a few weeks building parts for the vRog - cars have a lot of parts and add ons and we want this to effect the drive too and that gets complex. So here is a glimpse of the interior of the new Mod shop. (Its on the other side of Swindon to Dick Lovett)

The new buildings are really starting to come together. Now that we have established a pipeline with how the lights and volumes and LODs work in the game the architecture is coming together nicely.

I think thats it for this devblog. As i said earlier I am feeling pretty positive at the moment. I think the news is going to get more exciting more quickly from here. Sorry for the wait to this point, thanks for keeping with us on this.

Oh yeah we got the Pants I promised to show you last time… well they are in a lot of the images here today. But heres an image around there back of the car show room.

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September 1

Amazing Frog? Devblog 018 Details Details

I wrote most of this devblog a couple of Fridays ago and then i selfishly went on holiday without posting it.  This past week I have been wrapped up in programming, but today I thought i should make some additions to it and post already!

Looking back we have noticed how writing devblogs has started to be really helpful to us. We spend so much time spent focused intently on small corners of the game, that stopping to write a devblog forces us to step back and gaze at the bigger picture. With a wider view of everything its a good opportunity to check in on the overall presentability of the game, but also to help us to refocus on the main task of creating this world. One task always leads to another, for the past few weeks i had definitely lost sight of where i was heading. Fortunately, i tend to trust my instincts and while sending myself off on a series of tasks I can always find my way back to where I was heading by completing them. Each smaller task being a breadcrumb in a trail that brings me back around to a larger more important task which i had forgotten about. When i get back on track its almost like… oh yeah I remember why I started doing that seeming unrelated thing now and I understand why my previous self sent me off in that direction.

So one of my biggest distractions recently is a new User Interface system(UI) I have been building. Basically, we want more customisation throughout, from clothes, to cars, to weapons, to modes, to servers, to quality settings and so on and so on. We need a unified UI to make this happen. Its important that we have something that can scale with the game as it grows, by working as a prototyping UI and also a finished UI. I needed to make a system that we can use productively in development to perform all these different types of operations, but will also work for players in game. Also, we need a UI that will work for all input devices and in a much more coherent way that the UI was in previous versions. Think fPhone 2.0, or something like that. Feeling really positive about it and what its going to mean for the possibilities for the future of Amazing Frog?'s continuing evolution. Although as I said to Hal yesterday, "I just spend all day programming away like Jessica Fletcher from Murder She Wrote and all I have to show for it is a button that disappeared when I pressed it". Sounds bad… but actually it was a good day as it proved to me that the new system works… Next I can use it to displaying interactive connection data or rapidly build a clothing moderator or settings manager … well I will decide tomorrow.

Level Of Detail (LOD)

As you can see from screen shots we have posted over the past few months, The level of detail in the new Amazing Frog? is much higher than before. Its not just about the models and textures, but also the surfaces and lighting. Hal has been improving how we see the buildings from distance, by manufacturing more accurate lower Level Of Detail(LOD) instances of everything. This is all very much about optimisation. Rather than having all the buildings in view in high detail with loads of polygons and materials being rendered, we make simpler versions that you see when you are further away and then how the low detailed object is displayed is based on view location and quality settings. We have also been doing this kind of optimisation on the shadow casters and reflection probes. We have so many active lights in Swindon now, all capable of shadow casting, that it was imperative to cull that activity.


As I mentioned in a previous post, we were doing away with all the old style models and assets some of which dated as far back as the OUYA and some were even originally made to run as background assets on an iPhone 4. That included most of the architecture, but their physical presence in the space is quite important. Instead of removing them completely we have "concreted" them. This is to allow them to still function … you know as big blocks of mass and to help you navigate er… vertically. We felt this would be a better way to represent the missing architecture of the old style temporarily, while Hal is working his way through them. Although currently he has been focused on covering the frogs lower regions.


Really excited about where the clothing is going. Hal has been making it much more physical and the library of items of clothing to be worn in combination is growing steadily. No trousers (aka pants) in the screenshots, but we've got them too (will show you next time) There is a puffa jacket and some hoodies now. A larger selection of clothing is what we always wanted for Amazing Frog? especially as we become an online game. We wanted enough variation to create your own unique frogs.  This extends to how we have been recreating other features too, as you have seen with the cars.  We know there is a big wave of customisation coming to Amazing Frog? This is why I mentioned earlier about the necessity for the new UI system and why it has been important to create a solid foundation for it.

I just like this image with the sun rays… I’m really excited to show you what we can do with the day, night and weather systems… but I think static screen shots don’t really capture it that well. Don't worry about all these image effects too, the intention is to make many of them optional in quality settings.

So I guess we should get back to it. Sorry for the wait on Devblog 018 , Thanks for all the positive comments it means a lot to us, while development can sometimes feel a little overwhelming, we kind of live for this and don’t want to be doing anything other than making Amazing Frog?

100 more years Amazing Frog Development … .dot com.
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About This Game

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.

Frogulus Rift

Play in VR if you want to get super dizzy. Comfort not guaranteed. I mean if you like being hurled way up in the sky by an explosion or driving a car of a building in VR… then this mode is for you. Currently supports Oculus.

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
  • Oculus VR support.
  • 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: 2.0 GHZ Dual Core
    • Memory: 2 GB RAM
    • Graphics: 512 MB Graphics
    • Storage: 400 MB available space
    • OS: Windows 8+
    • Processor: 2.5GHZ Quad core
    • Memory: 4 GB RAM
    • Graphics: 1024 MB Graphics
    • Storage: 900 MB available space
    • OS: 10.8
    • Processor: 2.0 GHZ dual core
    • Memory: 2 GB RAM
    • Graphics: 512 MB Graphics card
    • Storage: 400 MB available space
    • OS: 10.8
    • Processor: 2.5GHZ Quad core
    • Memory: 4 GB RAM
    • Graphics: 1024 MB Graphics
    • Storage: 900 MB available space
    • Processor: i5 2 GHZ quad
    • Graphics: 1GB
    • Storage: 400 MB available space
    • Processor: i7 quad
    • Graphics: 2GB
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