B-12 is a tough, no-nonsense, third/first-person action-platformer with randomized levels and robots with plasma cannons for hands. Infinite lives & ammo. You'll need them.
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Release Date:
May 7, 2017

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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?

“To get some valuable feedback and try to make a better game, of course!”

Approximately how long will this game be in Early Access?

“It's been much longer than expected, but the game is nearly finished!”

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

“Aside from having the complete set of levels and Brantisky robots along with other new content, one of the primary differences with the final release will be the scope and variety to the procedural levels. Other plans include a bit of background lore about the fictional universe in which Brantisky Robotics exists, enhanced melee combat, improved sound effects, better AI, etc.”

What is the current state of the Early Access version?

“The game is nearly finished! All of the main content is in place, and you can play the entire game from start to finish. I'm still working on a lot of polish and some more content, including background lore (in the form of a Brantisky Robotics Catalog) and an ending sequence that will reveal more about the fictional universe in which Brantisky Robotics exists.”

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

“The game's price will start low to reflect the amount of content available. It will be increased once upon leaving Early Access. There may be small discounts occasionally, but the game certainly won't be in any bundles until well after final release.”

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

“B-12 has already benefited drastically from the support and feedback of the community. Throughout the public alpha period, it's made me infinitely happy to find players who understand the game and see its potential. It's already bigger and better than my original vision, so it would be idiotic of me to stop seeking and heeding new feedback and ideas. Help me make an awesome action game you can play over and over!”
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Buy B-12: Brantisky Mk. 12


Recent updates View all (10)

May 21


-Replaced default Unity Arial font for stats and helpscreen
-Increased shadow resolution
-Added appropriately colored accent lights to teleporters, maintenance pads, switches, etc.
-Improved desctructive crytals (They used to just sit there, exploded when shot. Now act more like proximity mines.)
-Some changes & additions to HUD
-New and improved crosshair (moves to aim-assist target), enabled by default
-Fixed broken resolution option which will now provide 16x9 resolutions since that's what the game is designed for. Any other res/aspect can be acheived by toggling fullscreen and resizing the window as desired, then back to fullscreen.
-Made separate audio sources for upgrade, weapon, and powerup sound effects
-New sound for upgrades
-New sound for when your B-12 is destroyed
-Added a subtle sound to further indicate when you have damaged an enemy
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May 8

Presenting 0.1.0 -- The first beta!

Here I am on the two year anniversary of putting B-12 in early access, reflecting on more than six years (off and on) working on a single project: A simple 3D action game to help me learn Unity. Obviously it's become more than that, and there have been a lot of ups and downs. A few weeks ago I was actually very close to abandoning the game... But it turns out that a long break was good for me. And truly facing the idea of admitting failure brought a sense of motivation I did not expect. With this update I can finally say that B-12 is playable from start to finish. And thankfully, I can finally say that I like the game again. For a while that wasn't true.

A couple of very important notes:

I've decided to scale back to the main features as they were originally planned in my head. Twelve robots. Twelve levels. For now, I am going to refrain from adding alternate game modes or secret levels, etc. I am however still planning to add some lore in the form of collectibles (you'll see!), as well as a neat ending cutscene that will give you a brief glimpse into the wider world where this fictional robot simulator exists. If the game does better than expected coming out of Early Access later this year, I will very happily keep adding content to the game afterwards!!

Another note about the music. This was a really difficult decision, but I decided that it was important for me to make all of the music myself. That was also part of the original plan, but I thought having someone else work on it would increase my productivity and decrease the amount of time it would take to finish. Instead, it actually pulled a little bit of my motivation away. After all, this was supposed to be about creating something entirely myself to see what I could accomplish. I am extremely grateful to Delogated for working with me and letting me use some of his tracks early on in development, but ultimately doing the music myself made me feel a lot more motivated to finish the game.

Anyway, on to the change-log! What a huge update!
*The first item is VERY important.

-Removed automatic ledge-hop and replaced it with wall-cling and a more versatile wall-jump (a la Mega Man X, Meatboy etc.) Feels much better!
-Added the final robots: B-10, B-11 with corresponding weapons (plasma-sabre still WIP), along with AI/boss version of B-12
-Added the final levels (4-1, 4-2, 4-3, and 4-4 (final boss arena))
-Added dash and wall-jump to AI for B-10, B-11, and B-12 (final boss)
-Many other improvements and new features added to AI code.
-All weapons are now 'unlocked' in the kiosk/store. Normal prices instead of them being 999 until you defeat that enemy-type. (More fun this way.)
-Crates will now drop weapons sometimes. (Again, more fun this way.)
-Made it so that weapon/etc energy is always recharging when not in use, rather than having to hold down primary attack all the time. I think I like it better this way.
-Udpdated engine to Unity 2017.4 (LTS)
-Replaced SSAO and old camera effects with new Unity Post Processing Stack.
-Nerfed wall-cling when touching ice.
-Increased jetpack energy depletion rate. (It was way OP before...)
-Aim-assist no longer targets crates.
-Changed camera-fade and level-gen screen colors.
-Fixed camera-fade not finishing before the next scene/level loads.
-Removed option for vsync and implemented adaptive vsync. This is to remove some headache from the user experience on very high end or low end systems.
-Minor changes throughout many of the levels.
-Fixed help screen getting cut off at non-16x9 aspect ratios.
-Adjustments to volume of a few sound effects. Still working on the final audio mix.
-New combat and boss music, some tweaks to dynamic music code (still tuning)
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About This Game

Try out state-of-the-art robot technology you'll never be able to afford in real life! Brantisky Robotics proudly presents this simulation of our latest model, the Brantisky Robotics Security & Defense Robot Mark 12. Blast your way through randomized levels and relive history as you face every previous model in the Brantisky catalog!

B-12 is a tough, no-nonsense, third/first-person action-platformer with randomized levels and robots with plasma cannons for hands. Infinite lives & ammo. You'll need them.


The current release features all twelve procedural levels and all twelve types of Brantisky robots that you'll encounter in combat. These are accompanied by an original analog synth-driven soundtrack.


As you progress through the levels, you will face the entire Brantisky catalog of robots in chronological order, starting with the lowly B-1 turret and facing the final challenge: B-12 vs. B-12!

The robots you destroy will drop a variety of weapons that can be equipped via your Mk. 12's left arm. These can also be purchased at the Maintenance Pad in each level, and they will also sometimes drop from crates.


There are six available upgrades for your Brantisky Mark 12. These are temporary and are lost any time your B-12 is destroyed, along with whatever secondary weapon you've acquired. Upgrades can be purchased at the Maintenance Pad placed in each level, but they will also sometimes drop randomly from normal crates in the form of a smaller yellow crate.

  • Jetpack (Uses secondary/weapons power.)
  • Radar (Shows the location of nearby enemies, switches, the maintenance pad, and the exit teleporter when within range.)
  • Shield (Deflect enemy fire. Uses secondary/weapons power.)
  • Armor (Reduces all damage taken.)
  • Gauntlet & Boots (Melee-upgrade. Increases all melee attack strength and grants Plasma-Stomp ability)
  • Spread-Shot (Plasma launcher now fires a horizontal spread of three shots.)

System Requirements

    • OS: Windows 7 or newer
    • Processor: Quad Core
    • Memory: 4 GB RAM
    • Graphics: GTX 280 or equivalent
    • Storage: 300 MB available space
    • OS: Windows 10
    • Processor: Intel i5 equivalent or greater
    • Memory: 8 GB RAM
    • Graphics: GTX 1060 equivalent or greater
    • Storage: 300 MB available space

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