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 (57) - 92% of the 57 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,057) - 87% of the 1,057 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 (43)

November 25

Amazing Frog? Devblog 021

Getting Fingered
Since we last spoke we’ve been picking up a lot of stuff. I mentioned last time that we were having some issues with how to hold certain items. We had dealt with this in previous versions with the “holster” button. This was more of a workaround rather than an actual solution, mainly due to the "pick up" button and "get in" button being the same. Now getting in or out is prioritized above picking up. This means you can get in and out of cars while holding objects or take an item to other spaces, like fart gyms or the sewer. Also, smaller held objects are more like an extension of the ragdoll so this will result in less craziness**.
**(absolute removal of craziness not guaranteed)

Portable items not just about guns, of course. There is a multitude of new items we are building to use, but what we also discovered is they all need to get fingered. It really came as a shock recently that when you add a level of detail like fingers ... things get complicated real fast. It's great having extra detail and, with hindsight, we should have seen this, but the extra work that comes with that extra detail can become overwhelming. Every portable item on pickup will sit in the hand differently… try it, try picking stuff up in your office, your kitchen, your garden, your toilet... we do. Everything needs to get fingered and standard hand pose stuff doesn't really cut it for our 3 fingered friend. So a system was needed.

Its not all bad. We tend to rely on IK ( inverse kinematics) for how we carry most objects and have done for some time. I mean we wouldn't be able to make an animation for how you carry each of the items in the game. It's not feasible for a small team to make individual carry animations for each object…we'll leave that to AAA farms. So we use IK to map hand positions to targets or map targets to hand positions. Having hand pose data for fingers enhances this and inevitably opens us up to a new level of froggy expression.

There are quite a few new objects we have been preparing for the new Amazing Frog? some you will not have seen before, but one of my favorites from the new batch has to be the torch.

Physics Stability
We can certainly see the benefits of the more stable physics system that unity has brought to the software, but for a game like Amazing Frog? fundamental improvements can cause headaches. Capturing the essence of the previous Amazing Frog? without losing the “floppiness” or "floopyness" has been one of the hardest challenges I  have had to face in programming this new version and is an ongoing concern.

Previously, I would concede that some of the essence of the "character" of Amazing Frog? was derived from the inherent flaws in the underlying physics system. For us, it's important that movement feels fluid, but also floppy(sorry I can’t think of any other words to describe it at the moment, but I know what mean) Each day we spend a bit more time just fiddling with the ragdoll system. However, as much as the new stability has created headaches it has also brought other exciting opportunities.  We have been experimenting with the idea of holding your pose in flight, tightening your ragdoll for more control while falling its new for the system so we are not sure how to present it yet, but its looking promising.

Certainly one obvious benefit of a more stable underlying physics system is actually being able to "ride" the dumpsters, dumpsters with closable lids in a more determined and predictable, yet chaotic manner.

Accidents do still happen of course.

Does everyone call them dumpsters? we sometimes call them wheelie bins… but you get my point.

When we added pigeons to The Swindon Space Program Update earlier this year,  it was something we had been meaning to add to Amazing Frog? for a long time. Hal's original super low poly pigeon was in fact made for the OUYA version back in 2014, but we couldn’t get a bunch of pigeons flying about on that tiny little cube… in the end, we put a pigeon on a skateboard for a laugh. Either way, wildlife, vermin or rodents were always systems we wanted in and around SwindonShire. As much as the FrogLife, the rubbish or post system, it is another ecosystem to interact with, collect from or just use for target practice. For this new version, we thought we had better get the new bird assets in sooner rather than later.

Aside from the new pigeon models Hal also made some seagulls which we have added to vermin life. Of course, we’ll need more.

Swindon Sign

So whats been going on outside of Swindon? The Swindon sign is a major feature in the SwindonShire Landscape (not sure why I visited it naked in this screenshot I tend to take these screenshots in the middle of the night and I guess I just forgot to get dressed). We had always wanted The Sign to feature more as part of the gameplay, but it never really had a level of detail high enough that we wanted to build on... until now. Like the golden pug, building up these architectural assets as more than just points of interest in the landscape is our intention.

3 Years on Steam, Looking Back...
This last week saw our Steam Early Access anniversary. Thanks to everyone who nudged me about that. We released Amazing Frog? on Steam Early Access Nov 2014.  We’re so grateful every day to be doing this. We really love this game I get a kind of emotional fart brewing when I think about ithow far we have come … With that in mind, now might be a good time to have a quick look back over the development of Amazing Frog? which hopefully should explain whats coming next...

The way I see it, is that Amazing Frog? development to this date has had 3 major versions. Describing them as versions should also help when I am writing these blogs

Version 1: The OUYA version (and the never released iPhone and Android versions)

Version 2: Steam Early Access version PC, MAC, Linux (in Unity 4) up to f0.2.9e The Swindon Space Program.

Version 3: The full rebuild with integrated online multiplayer (f0.3.0).

Version 3 actually began development in the middle of last year and is without a doubt our primary concern and what we spend pretty much all of our time doing. Last year, however, there were problems with our approach, we make mistakes and try to learn from them. Originally, we thought we could “port” from version 2 to version 3, but I don’t think even unity was ready for that process. So we decided to make version 2 more complete by adding features we were working on for version 3 such as fire, tethers and the moon and a bunch of other stuff. Following that, since May this year, we have been developing Version 3 exclusively and purging anything that was still left over from version 1. Version 1 graveyard includes things like the multi-story carpark, hideous low res textures, old buildings one poly thick walls. We have been creating completely new assets for just about everything, like the new car system, new weapons, new vehicles, new buildings, new creatures, new landscape and most importantly a new Frog (and frog system) All of which designed visually to work towards better graphics and systematically to work at core with the online multiplayer system.

So, yeah, version 3 is like a rebuild (kind of) or I guess you could call it a full Strip down clean, enhance or replace followed by a reconstruction…rebuild is easier to say. We have no intention of losing anything from Version 2. Version 2, or -"f0.2.9e The Swindon Space Program”, let's just say we like the game as is, but to progress, we had to bring break a few eggs.

So where am I going with this?

Our intention and indeed goal is to get the first Online Beta available before the end of this year. I need to be realistic about what this means. This would be a stripped down unoptimized build of version 3 with online capability for testing, that players can start messing about with. And into that beta, we will drip feed the new assets. As we move forward we will be spending most of our time housekeeping and fixing version 3 and certainly be spending much more times watching the forums and not in a development crunching cocoon.

Let's face it to properly test multiplayer we need players in the system and considering Fayju is just me and Hal, well lets just say we don’t have enough people in the office. We‘re working really hard to achieve this.

but also… since it almost Xmas….

Version 2 still very much exists. Version 2 and 3 will coexist in your Steam library and maybe at some point next year Version 2 could even exist on other platforms, provided nothing gets in the way of version 3!   So in the short term, considering that we are a bit crazy, we figured what the hell? Let's also do an update to version 2  and call it f0.2.9f  - The Magical Mystery Toilet. Which should be available in December before Xmas. Is it an opportunity for us to loosen up a bit after some rather intense and challenging periods of development and add some more strange shit to Amazing Frog?

Thanks again for following this. I hope we are getting better at explaining whats going on… but for now, back to development and will post again before Xmas.
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October 20

Amazing Frog? Devblog 020 The Bank of Swindon

Things are really starting to come together for f0.3.0. Its been a long road, but the decision to do a full rebuild is certainly starting to show that it was worth it. It gets to a point when you have been reprogramming game from the ground up that it all starts falling into place rather quickly. There are many things that we have done in previous iterations, that in redoing, we benefit from our previous experience. All the mistakes we made in the original are also influential and helpful on the path forward, but thats a whole other conversation about development in general. The bottom line is we do want to do everything to be so much better than it was and be futureproof. Not only that, but f0.3.0 will be the first multiplayer version of Amazing Frog? and that is at the core of the rebuild. Its likely that the first few versions we make public will not have all the features of the previous versions as it will take time to convert them in. But each feature will have loads more depth.


Customizability has been another incredibly important theme in the rebuild such as with the new clothing systems and the car modifications and in the spirit of creating more customisable assets we have moved on to the AKs. I mean lets face it you are going to want to shoot stuff and each other. Hal has been playing around with gun skins on the new gun models. I guess he better get on a build a gun shop pretty quick.

I've still got a few issues with the holding certain objects,  like what to do with them while driving. (Obviously we want you to take them with you, but not while they are poking through the windscreen)

I went up the Golden pug because its a nice view from up there with a bit of morning mist, perhaps I should have gone at sunset as its quite pretty then.

SwindonShire in general, its starting to feel much more stable visually. We are having some issues with nighttime water rendering that we will need to find a workaround for because the Day night thing is pretty important, as will come clear pretty soon. The landscape, in general, does feel much more expansive and you get a much better sense of scale and distance. It is still a work in progress, but improving all the time.

I saw a question come up on the last devblog about if the images we show are renders or screenshots. We take all these images while the game is running. I tend to take them all at once and then start writing. Basically, we run the game on my laptop, its an ASUS ROG with a gtx 960m graphics card. its some years old, but still pretty good.  I run the game as it is at that point and try and look at the new stuff that we have put in recently and then hit printscreen at the right moment. Every now and then there are some images like the one of the guns, that Hal has set up with newly created assets in Unity and screen grabs it from there, but most of the time its screenshots taken from one quick session. It means that we take all the images pretty much on the Friday I start writing the devblog… Lol which is why I am typing this stuff at er… well its gone 2 am.

The Bank of Swindon

There would be little point making all these “customisable” features, the clothes, the cars, guns.. etc without the facility for currency and this comes curtosy of the Bank of Swindon. We always said that we couldn’t introduce money until we had a branch of the Bank of Swindon to facilitate it. The Bank branch is now added to the high street, next to another curious building in blue .. but we talk about that one next time. I suppose you could argue that we could have introduced currency before building a local branch for the Bank. We could have had a number at the top of the screen displaying your money or even used online banking on the fPhone, but thats just not how our minds work. That's not to say that the Bank of Swindon won't have an fApp, but you'll have to go set up your account first.

Now that we have quite a few functioning locations of multiple purposes, the town is going to come alive very soon especially with the new FrogLife™ system. Beyond that, we take a lot of pride in some of the little things. I mean check out some of this pretty impressive furniture Hal has been making and after I have written this devblog I intend to spend a bit of time making these new seats functional.

And obviously we have been adding the odd secret here and there.

Thanks for following this, we really appreciate it. I can’t say it enough, but we do really love working on Amazing Frog? each day we are getting closer now and to think that at the end of Nov we will have been on Steam Early Access for 3 years.
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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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