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:
Very Positive (37) - 81% of the 37 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,310) - 86% of the 1,310 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 (48)

May 18

Amazing Frog? Devblog 025

Hi, It’s been just over a month since I last updated you all on whats going on with development for Amazing Frog?. To be honest I don’t even know where to begin this devblog as we have been doing so many different things. Our core mission is the same and V3 as a whole is still moving forward. The V3 online Test world draws closer and a big definitive V2 update will come alongside it, After that, an iOS version and a run of V3 test updates will follow, all the while in the backdrop the main V3 Amazing Frog? continues to grow. So to follow on from the last devblog (024)- I still have not started Mario Odyssey and Hal is no closer to facing Ganon, but we have done a load of Amazing Frog? development. :)

V3 Testworlds

The multiplayer code for V3 is coming along pretty nicely. Don’t get me wrong, it has been super complicated and I do have a tendency to over-complicate things for myself. Now I feel it coming together. I have restructured the whole process several times, as it has to form the underlying architecture of pretty much all aspects of V3 Swindon. There are many challenges involved, but one existing challenge is the logistics of testing.. there is only so much I can test on my own set of machines, so we are going to need some help with that very soon. There are still a few crazy things happening that I need to resolve first, but my confidence in the integrity of the system is growing. *farts..


Often when I look over at Hal’s screen I see crazy substance setups for all sorts of different surfaces and plant things. I Just think they look interesting so I got him to screen grab a couple for the blog.

We never really got to make the “SwindonShire” that we wanted to make before. We had always been too busy with other aspects of gameplay or world creation. But we are making "The world" a priority in V3. Hal has got a serious new machine for some intense world building and development shenanigans. We are very serious about it… but it is going to take time to create the "new world” in v3, but we think it will be worth it.

V3 Anatomy

We first put a skeleton in a game in Goldilocks and the 3000 bears and laughed our heads off about it for ages. Goldilocks was a kind of ragdoll shooting game that we made a demo of a few years back before Ouya, and hope to return to one day. As V3 is so much more detailed it needed an update to frog anatomy. Heres an example of the new skeleton… but Hal didn't stop at just bones….There are going to be some squidgy surprises too.

So A Definitive V2 Update ?

I guess in general the right game dev advice would be to move on from V2 completely and just go into V3. V2 its old tech, Unity don’t really support it anymore, but still we haven’t moved on from V2 and you may be wondering why.

It's not just about fixing problems in V2 like the Z-fighting on the sea and posters, or the lack of atmosphere and depth, there is actually a lot we are doing in V2 that we can move straight to V3. Also because V3 is moving so far ahead of V2 we just couldn’t leave it behind without tidying some things up. It's good that I got a new laptop at the beginning of 2018. I can comfortably have both V3 and V2 open simultaneously. Unity used to fatal when I was working on them both and I used to think that I was running out of memory. Turns out that it was just Unity crashing…. Thankfully things seem a lot more stable on that front recently. I did yet again have to completely rebuild the v3 project base from the ground up but things have been working well. Basically, there are so many game systems that I can prototype and build in V2 for V3.

Beyond that, we really wanted to make a definitive version of Amazing Frog? V2  One that could stand on it own as V3 continues to grow. Many graphical glitches have been solved, but at the expense of a bit of a restructure, especially to do with player assignment and cameras. This work has allowed us to implement v3 camera and player assignment systems and design a more stable structure on how to do that. Successfully prototyping the way forward in V3 gameplay.

I'm pretty sure I haven't covered everything today. Like the way the frog can hold a pose in ragdoll form in V3 when you jump and hold jump, I had been meaning to make some screenshots to show that.  Or that after a chat with Zeron last week I decided to push day-night cycles into the test worlds. Or that we tested a few good builds on iOS and its looking good, but it needs more work and the next Steam update will certainly come before that. Or that the new blimp controls are much more stable, but I still have a bit of work to do to ensure objects can be transported inside. I guess more next time. Thanks for playing Amazing Frog?
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April 6

Amazing Frog? Devblog 024 Bugs n' pebbles

Yup, we spent most of our time in front of our computers developing and we haven’t been anywhere game related since 2016 (Steam Dev Days), in March we went out and met people, we even took business cards. That didn't change the problem that the development of Amazing Frog? V3 over the past few months has been particularly challenging. So this one is going to be a word heavy devblog…

We recently went to GDC 2018 (Game Developer Conference in San Francisco), we met a lot of companies and learned a whole bunch of Game Development Stuff. One of the main reasons we went to GDC (other than to feel like real Game Developers) was to discover and explore new technology to support the ongoing development of V3. In particular the two most important aspect of V3, the multiplayer networking side of things and being able to automate and grow a complex landscape, rich with vegetation and er… “stuff”.  We need as much help as we can get. We went to lots of talks at GDC, mainly the "how to make AAA games" talks rather than the" isn’t it great to be an indie” talks (as we got the gist of them in 2016). It was definitely good to get an insight into how some of these massive games are put together, even if we struggled sitting through a one hour talk about how a guy designed a brick wall in Mordor. That one was hard work, not sleeping through that while feeling jet lagged. We got through it and I think I may even have learned something. Most of the speakers we saw all came from big teams, in fact, we met a lot of big teams at GDC and it was interesting to see how they approach things. For us, it's about how we understand what they are doing and refit it to how we work when it's just us two.

As an ode to the guy who gave the talk about a brick wall surface for an hour, here is a snapshot of what Hal has been up to today. He has been working on procedural materials. Today it was pebbles. The first pass on his procedural materials for pebbles happened when we started V3 in Unity 5. Technology seems to move on faster than us, so here's what his new version looks like in comparison to the version we never even released.

For a reference of the V2 version of pebbles just imagine a greyish smudge. Basically, when it comes to SwindonShire, Hal has been dealing with an impressively large task. His main focus for V3 is now bringing the world of SwindonShire together. To help this process he has also been looking at introducing Hoodini to our pipeline - a very powerful tool for making game development tools, and we can use it with our core toolset of Unity, Maya, and Substance.

I have been playing with a few multiplayer solutions. Most of them I feel are only really needed after the first beta push since the betas will be small test worlds, but when we integrate to Swindonshire as a whole, we are going to need some bigger scale solutions. It was good to meet the people involved so we can move forward a bit and then reconnect when its time to scale up that side of things.

Overall we came away from GDC feeling positive and recharged, but I have to say of all the companies we met, the most disappointing was Unity3d…One of their guys laughed at the fact we were using Unity 4 for V2  Amazing Frog? I explained how we had had to re-develop the entire game over the past couple of years as they had changed so much. A game that had taken us over 3 years to get the feel of the physics "right". I don’t really know what I was expecting talking them, there really is no point talking to “evangelists” most of them don't seem to have development experience and I have always found it hard to connect with Salespeople. It felt very much like Unity was more interested in getting new users to subscribe rather than helping existing developers. It was just difficult to deal with since V3 development recently has been very challenging.


I know… I KNOW,  that there is an element of us making things difficult for ourselves by being overly ambitious and honestly I am OK with problems we make for ourselves, that's all part of the journey. We have always been big supporters of Unity (and still are) and what it stood for, flexible scalable development, but I just find it odd that the most stable version of the Unity Editor that I work with is still Unity 4. I can’t even begin to process how their editing environment has become less stable with each increment. I mean seriously, I have been through multiple hardware setups and platforms and it gets less stable. I think what Unity can empower you to do is truly amazing, but it seems that all that glorious awesomeness comes at a price. Ultimately, they expect you to be in bigger teams. I think you need at least one developer to flag Unity bugs and converse with them on a regular basis on how they are going to fix it. Unity 2018.1 ( the new version coming ) looks very promising and much more futureproof than what we have been dealing with up till now. Thankfully, all the physics that we had to rebuild for V3 do work in the new beta, so all seems OK on that front. It has even fixed some things which broke in version 2017.3 like my UI for handling online connections. But the beta editing environment is still far from stable … it likes to crash a lot. Anyway...

I shouldn’t really rant about Unity too much, (if you want me to, I can and for hours) we still love it (the software) and V3 is still moving forward and when it works it just feels so exciting. We’ll just have to find a way of expressing our anger in a mature and responsible fashion …like maybe hiding a Unity shaped turd in the upcoming V2 update. That's how we deal with our issues... yeah…and maybe when you put it in the toilet it crashes the game :P

V2 News
We have no intention of stopping V2, aside from the new blimp and the camera improvements that we mentioned in the last devblog (023) we’ve actually got quite a lot of interesting things going on with it. I was actually hoping that I could be writing this devblog alongside a V2 update, but it's not quite there and we don’t have a title for it (sorry).
Pocket Mode
One of the things we had been improving in V2 was pocket mode. I wanted to establish it more separately. I often get emails from players who have accidentally turned on pocket mode and found the floor outside the wall is missing. We set out to make it so it was on a smaller island with less physics stuff and I am setting it up as a completely separate mode rather than a toggle in settings.

While we were in the Hotel in San Francisco we thought, what the hell, let's see if we can get the pocket mode island to run on our iPhones,  it did, just fine as well. Even the main game ran just fine. We had thought about making an iOS version loads of times before, but we had never sat down and made it happen. So then we thought, what the hell lets make some buttons.

After a very depressing chat with Unity, it seems putting V2 on either Switch or Xbox or Ps4 seems like a real longshot. They certainly won't help us to do that, So I think we may just go ahead and make an IOS version of V2 pocket mode. This is something we can control.

I mean our hopes are for Amazing Frog?  to make it to other platforms eventually, like Switch (I love my Switch) But I think that we will have to wait until V3 is more developed on Early Access. (Thank you Steam for being the awesome-est platform in existence)

It just makes sense at this stage to put at least a part of V2 somewhere else, while we can. We get many requests for it on iOS and Android and in theory,  it could help support future development of V3, especially if we need to employ someone to locate and identify Unity bugs related to Amazing Frog?  :)

Update Are Coming!
I know it's been about 3 months since I last updated you all on whats going on. In development time 3 months is not that long, we struggle to find the time to do everything we want to do, but I do understand that it is a long time when you are waiting on an update, (If it helps, I still haven’t started playing my copy of Mario Oddessy and am still trying to avoid spoilers ) Here is the rundown of whats coming soon (in no particular order)

V3 Online beta test worlds (not to replace V2 but be downloaded supplemental)

V3 insight into the new Swindon Shire (we can't release this too soon we need to get the landscape right)

V2 Pocket mode on IOS.

V2 Update with some cool new physics features and a big blimp that won’t suck (I mean seriously, you should be able to fly this one and potentially drive a car into it and drive it ... well I haven't fully tested that bit yet but seriously better blimps all round ).

We have a lot on. I know this, as it feels like crunch time,... It's time to get our Frog on.
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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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