Sound the alarm! Wiz vs. Kingdom is finally released.
Come and get yourself some heart-pounding action with a friend, whether playing on mouse or keyboard alike! Bask in the tutorial, make mods with the source code, and spread the love worldwide with Steam Remote Play!
Blast your enemies to Kingdom Come... or Wizard Go!!!!
A note from Ben Daly
This was basically a project with the goal of successfully releasing my first game on a major storefront, ever. With the game not-quite-finished at the time of me deciding to start publishing, it got pretty hectic and I definitely spent a few weeks burnt out. But I'm glad I pulled through and got the game to Steam.
I want to sincerely thank Jeremy, Mom & Dad, Will, Emma, and anyone else who playtested the game or was involved.
Thanks, and until next time, may your slimes be bouncy and your men be marching. 🔥
Hello everyone! Happy 2025, I'm back with not one, two, nor three, but FOUR new games!! Yippee!!
Mouse Mouse
Mouse Mouse is a short platformer where you control a mouse using your mouse!
This was made for Ludum Dare 56, the original version only had one level so I decided to add two more just to fluff it up a bit
FEARMONGER
FEARMONGER is a short narrative game about a home intruder, this was made as a secret santa gift
(this one is pretty political, if that's not your cup of tea i added an option to skip it and get the achievement at the very start)
TANKeMON TCG
TANKeMON TCG is a card pack opening simulator featuring Newgrounds characters! This was made for Newgrounds Pixel Day 2025
BATTERY ACID: ZEITGEIST
BATTERY ACID: ZEITGEIST is an endless boss rush shoot 'em up and is an indrect sequel to BATTERY ACID! This was made for Boss Rush Jam 2025
(Honestly I might come back to this one in the future and expand upon it a little)
Other News: Solace Inc 2 is coming to Steam!
In case you don't follow me on Twitter/Bluesky/Itch/etc. I've been working on a sequel to Solace Inc. for the past I think 7 months now...? and a demo will be coming soon to Steam!
If you all could do me a huge favor and SMASH that wishlist button I would greatly appreciate it!! 🙏
This is my first game ever developed! It has been a very tough and challenging journey to make this game happen.
There are still some optimizations and bug fixes in progress. I will keep updating the game everyday in order to make the game more enjoyable for you, and your friends.
After launch I will keep working on the game to fix bugs, add more content, and make the game more enjoyable.
Your feedback is invaluable, so please join the Discord to share your thoughts, report bugs, or suggest new features. I’ll be actively improving the game based on community input!
Who hasn’t dreamt of becoming a superhero? When you’re young and filled with dreams and hope, you long to be brave, strong, and the one to bring peace to the world— just like the heroes from movies.
Justyna was no exception. Yet, the adults around her, often reminded her that such heroes didn’t exist. So, she clutched her dreams close to her heart and kept them silent.
But then, one fateful day, her world shifted. An unexpected incident brought her face-to-face with a real hero— the kind she had always imagined. With a heart full of wonder, she made herself a promise: "One day, I’ll become a hero just like him." From that moment, she vowed to chase her dream, working tirelessly to become the hero she had always aspired to be.
But just as she reached for her dream, the unthinkable happened. The person she admired most vanished without a trace. Rumors whispered of a shadowy group, villains who may have taken him. Without a second thought, she set off on her journey, determined to find her hero and pull him from the clutches of danger.
What Justyna didn’t realize was that the whispers guiding her steps were filled with ill intent.
What lies ahead for Justyna and her beloved "hero"? And will she ever become the hero of justice she’s always longed to be?
We're excited to share that Bramble Royale will feature full Steam Deck & gamepad (XBox) support at launch!
One of the goals during development was to have a quality Steam Deck implementation right at launch, instead of being added on after the fact. That meant rethinking some of the UI and putting in hours of play on the Steam Deck to iron our potential issues: small text, missing support, etc... The result is a polished implementation that quickly became one of our favorite ways to play.
For those of you who have a Steam Deck or prefer to play with a gamepad - let us know what you think later this month during Steam Next Fest! You'll have the opportunity to try a brand new Bramble Royale demo with full Steam Deck support then.
We've just released a new update focused on improving the quality of translations for several Asian languages. Thanks to community feedback, we've fixed localization errors and enhanced the overall consistency of in-game text.
🔹 What's included in this update? ✅ Fixed translation issues for [specific languages: Chinese, Japanese, etc.]. ✅ Adjusted fonts and formatting for better readability. ✅ Improved consistency across all localized text.
We appreciate your support and feedback! If you spot any remaining translation issues, feel free to let us know.
As we mentioned in January News Summary, we’re currently refining character models. Today, we’re sharing screenshots of the updated model for the American Assaulter — Recker.
What’s Been Done
- The model has been almost entirely reworked: body proportions have been corrected, and the gear is now bulkier and more realistically baggy. No more "scrawny" characters, as one of our testers put it! :) - All equipment has been adjusted and fitted to match real-world counterparts: the body armor, its cummerbunds and pouches, the drop pouch, footwear, patches, and other details. - The entire character model is now designed with future modular customization in mind, ensuring proper separation into individual parts when the time comes. - Textures have been revised and enhanced: colors adjusted, camouflage stylization refined, detail increased (stitching is now visible on fabric), and overall resolution improved.
Interestingly, despite all these improvements, we’ve managed to optimize the polygon count by approximately 10%—experience pays off!
Of course, this isn’t the only thing we’ve worked on this week. In parallel, we’re enhancing the destruction system, refining parkour mechanics, finalizing gunplay, composing soundtracks, and preparing for the trailer shoot—each handled by different team members, bringing us closer to the Pre-Alpha release. Next week, we’ll be sharing updates on some of these as well!
What do you think of the updated Recker? Share your thoughts!