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.
User reviews:
Mostly Positive (44 reviews) - 79% of the 44 user reviews in the last 30 days are positive.
Very Positive (903 reviews) - 87% of the 903 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 (38)

June 29

Amazing Frog? Devblog 016 Frogs n stuff

LATE - Apologies for not getting the devblog out last Friday I did say i would try and do one very two weeks. It can get really distracting, there is always just one more thing to program. This week i got distracted with what i would describe as the underlying architecture for my "interactive object system". That sounds really conventional I guess and ... I dunno... maybe it is. Its about three ‘forces' being able to control everything  cars, cannons, sharks, NPCs, guns etc... Those three ‘forces’ being a player ,the network and AI. Its something I have wanted to get my teeth into for a long while. I remember on the OUYA we had lorries (Trucks) cruising up and down the main street in Swindon, and cars supposedly driven by NPCs. They were on rails and I hated that. I liked what they did in the game, you know standing in the road and then suddenly a lorry takes you out… but I hated how they felt so incomplete they disappeared to nothing (this is all pre the great wall of Swindon). I said to Hal back then when we started on Steam that I would not put cars back in on rails… The only time you would see another frog driving a vehicle other than a player would be via network or AI. Any way thats the point I am trying to make…? The devblog is later because I got distracted this week with laying the foundations that would enable NPC frogs to ‘decide’ to drive from A to B.

A New Game?

So Development. Often, especially when things get tricky and begin to weigh down on the mind, it can feel like we are making a completely new game. This feeling come from all the completely new models and from rebuilding all the systems from the ground up in order to be configured to work over a network for online multiplayer and work with the newer physics.

We are not building a new game,of course. It just feels like that sometimes. The process is more like transcribing rather than rebuilding and we have been transcribing to Unity 5 for a long while now. While sometimes i look at what is infront of me and I think... oh U4 had this and that and that etc... as some point soon it will all drop into place. But I have to get the basics sorted first.


The 'Frog Object' is coming along nicely. This time around the NPCs will be using the exact same system as the main frog. This was our original intention when we added NPC frogs with the first Steam Versions. We wanted them all to have the ability to be controlled just like your frog… but it didn’t work out like that and in the end to bump the numbers of NPCs I had to build a different frog object for them. It was a sacrifice we made in the Unity 4 version, knowing we would revisit in Unity 5. Now that we are in the process of rebuilding the frog system I have put better optimisation routines to allow for the same object to be used as an NPC frog and player frog. Aside from having more reliable control over the player frog and network support, it is leading to better AI implementation and  allowing the NPC frogs to have all of your abilities. Hal and I have always wanted the NPC frogs to each have a place in the world, its complicated to organise, but before any of that can take place we have to get the underlying frog object right. For example lets say the frog that works in Frog Milk Coffee Co had to be at work at 8am to open the shop but if killed on the way to work maybe the coffee shop will be late opening. If you kill a frog it would be nice if it re appeared at the hospital. Incidentally they have just build a new NHS centre in the game zone in real life… How nice of the real Swindon Council was that! It fits with the game's development plans.

Recalibrating the Frog Physics

Hal made the new cannon, the Fan and barrels etc.. a while back. In fact the newer models were introduced into the Unity 4 version with a separate set of “lesser” materials. But this week He also made a new set of trampolines. One of the first objects ever created for Amazing Frog? One of the main things we are working on now is how new frog physics works with each of these objects. Its not an exact science -  more bounciness.. less stickyness… floppier…spinnier... For now, I have a collection of instances of these objects in the main carpark and repeatedly slam the frog’s faces into them to see how things are working. When we feel they are working more of less how we want them to, we will implement the new placement system. This is one of the great things out Unity 5, it's scene organisation. Its not like it wasn’t possible in Unity 4, but it was not as simple to implement as now. We can set up multiple set ups of placements of fixed objects, like trampolines, fans, cannons barrels etc with ease. What determines the different set ups we have yet to decide -time, mission, user etc. But first things first … calibration then i want to do a test where i get a load of NPC frogs to chase me onto the bouncey castle.


The new building is coming along really well and being one of the key areas in Amazing Frog? as when you come out of the hideout its your first point of contact with Swindon, we really want to make it right.  Its not just about how it looks, its important that frogs can throw themselves around the interior with wreckless abandon. It just feels very authentic now and a massive improvement on the simple model that had been there since the beginning.  Also these screen shots that we put in these devblogs are development screenshots. The lighting on them is not finalised. As you know lighting is a tricky issue for us since we are going for a day night cycle., but we will be aiming to maintain the "feel" of Amazing Frog? but just with more detail.

So In theory i need to put devblog 17 out next Friday, since I was late. I’ll try but for now, we’ll get back to development. I am hoping to come back real soon and update you on this NPC stuff,  I’m very excited about how thats going. Also it might be good to explain how we plan to deliver the first beta. In theory I would like it to be a separate build to the U4 version so you can keep both on your machine without having to redownload. I'd be interested to hear peoples thoughts on that.

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June 9

Amazing Frog? Devblog 015

In the spirit of trying to maintain more regular development blogs, here is a new entry of what we have been doing with Amazing Frog?  over the past couple of weeks.

General Development
Game development involves a lot of different processes and disciplines and it seems as we progress with Amazing Frog? that the number of different processes and techniques that we need to employ to achieve what we want increases daily…. Thanks technology ! The project itself is vast and while working in unity 4 we had found it increasingly difficult to provide progressive updates. It had become too much like manoeuvring a single giant ship, rather than commanding a fleet of autonomous self aware boats to achieve the same goals. If there is something wrong on one boat it can be fixed and the fleet moves on or if you add a new boat it can become part of the fleet rather than getting the Massive ship to move around slowly picking up all the new…. er … ideas. Hopefully you get my silly analogy. My point is that aside from changing how we build, program, design the game we have also been working on our development process. By setting up a pretty slick version control system its means in future it will be much simpler to integrate changes from Hal and changes from me and incorporate them into the latest ‘safe’ build that we’ll have allowing updates to flow quicker… BUT we still need to get to that first Beta update from the U5 version first.

Swindon Shire

SwindonShire has been coming along nicely, its always good to spend some time running around as a frog to take closer look  It helps check out the variety of detail and what may work or not work. The environment as a whole is evolving and we both spend a bit of time on 'environment stuff' each week. By 'environment stuff' I mean the landscape, the sky , the atmosphere, the sea, the wind, the weather, daylight and whole bunch O stuff. Sometimes the vastness can be a bit distracting at times when it might be preferable to focus on other development necessities, like walking, running, driving, shooting... I guess it is normal as an indie game developer to find yourself bouncing between all sorts of stuff at once. We want to get the look of SwindonShire right, but we also want to have flexibility allowing for lots of weather conditions and day times. As much as I can show them in screenshots I still need to orchestrate how is all fits together  in gameplay.


Hal’s progress in the Fayju building (Wyvern Theatre) has been really exciting. Its pretty much the most complex building in Swindon so far and the interior is coming on really well and its a big interior. This week I have been using the new building and its interior to test out frog movement and surface interaction which has been a joy compared to the test environment I was using last week.

In the old version you could only get to our office through the window. In this version of the Fayju building more offices can be explored, you can work you way up and down the stairs to the foyer ( which I am sure will have a Frog Milk Coffee Co. area) The Art gallery has been massively expanded in line with our plans for that space. The Swindon fArt Council has always been important to us.  If you are wondering why the building is blueish… There are no textures on it yet, I'll show you more images of it when thats done.

New Frog
As you can see the screenshots in this devblog are all containing the new frog. I’m happy with how the new frog is working, but there is still some way to go with it.  I guess now that we have introduced eyes, expressions and fingers we should have expected more complexity. Last year, I had made a lot of progress integrating the old frog and rag doll system into Unity 5 and Multiplayer. Our intention was to upgrade the frog at a later date.  Although, as I mentioned in a previous post, the behaviour of the physics was becoming a big issue since it behaved so differently in Unity 5. It has not been a total loss, much of that work remains valid, but i feel very much like I have had to go back to basics to get this new frog up and running, jumping... and er falling over again. What seems to be emerging is a much more robust and flexible system.  I'll try and out put some more videos as I go along.

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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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