Giving mobile game developers a place to promote their creations

Melbourne – October 19, 2012 – After months of stealth development the creators of, and have announced the launch of a developer driven mobile games news site.

With so much noise and content in the mobile gaming space, it is hard for developers of new IP to reach fans. When asked what can be done, Scott Reismanis the Founder of SlideDB commented “At the moment mobile developers are mostly at the mercy of app-store top charts and editor curated blogs, both of which allow little control. We hope to change this by putting the creators in control and providing another way of connecting with potential fans via SlideDB.”

n the mobile space there needs to be more ways to reach players interested in the game you’ve built without being dependent on paid ads, reviews and befriending the right people. “With and reaching over 200,000+ readers daily, we’ve already had great success helping independent developers showcase their work. And with so many mobile games all competing for the few “top chart slots” available – it makes sense for us to expand our network.” stated Scott Reismanis. Developers interested in sharing what they are creating, and players interested in discovering up and coming mobile games encouraged to start interacting via SlideDB today.

Media Enquiries

Scott Reismanis

About SlideDB

Mobile and tablet have opened up a new world of gaming anywhere and everywhere you want. You can slide, tap, shake and play all manner of games from family friendly educational titles to adventurous classics. On Slide DB we give developers a community they can share their ideas with and showcase the work they are doing, beyond the basic app stores and the highly contested “top charts”. For more information please visit

Just Tactics

I received a message from Jordan Brocks about a game called “Just Tactics”.


Just Tactics is a Turn Based, Online Multiplayer, 1v1, Tactical War Game involving Squads and Deck Building.
We are using jmonkey engine and a lot of other open source tools. Our entire codebase is not open sourced, but some day it likely will be (right now what is not open sourced is our art assets and the game logic specific to our game, honestly not particularly useful to anyone). Any tool that we have made that actually would be useful to someone, we have open sourced, you can check them out on our devblog:

For Just Tactics we have been doing QA testing for 6 months, so there aren’t many bugs left. The game is not quite finished (there are a number of art assets missing, mainly some paint and sound effects). However, Just Tactics is very much playable, and it is time to build a community of gamers that will love all of the tactical goodness packed into Just Tactics. We are looking to give away several thousand copies of the game, this will allow us to stress test our infrastructure, and also gets us to the ever important “critical mass” of gamers the community needs so that when you join the Quickmatch queue, you actually find an opponent.

We are using a “Minecraft pricing strategy.” Right now the game is free. As the game becomes more complete, we will start to charge a modest price for it. As Just Tactics gains more content, we will continue to up the price commensurate with what is reasonable. This creates an incentive to join the community now (especially now because the game is free :) as opposed a traditional pricing structure where the game comes out as a finished product at a high price, and then some people delay their purchase until the game is in the “bargain bin.” We feel that the “Minecraft pricing strategy” is a better fit for indie games like ours. When we do start charging for the game, anyone already in the community is still good to go, you do not have to pay for DLC or anything like that. Even when we are charging, new players will be able to demo the game for free forever using a default army (which is a decent army, not crippled in any way). By letting you demo forever, it helps us to continue to grow the community, and it lets us simply ignore that part of DRM :) When you grow weary of the default army, you can pay, and then you have access to everything (paying gets you everything, all units, all cards, all future units, all future cards, there is no “pay to win,” which is why having your fans join our community now, for free, is quite a good proposition for them :)

Check out some of these videos to see what the game is like:

Please check out the website (we have a web designer working on a nice design at this very moment I swear!):


Petunk is a unique physics puzzle which challenges the player to think
critically and shoot accurately to clear each level. It features
charming, handmade artwork crafted from real world materials and
painstakingly integrated into the game.

Petunk Lite for Linux is available now. This is Spotted Zebra’s first
release on Linux and we’re looking to learn more about the platform
and would love to hear from our fans! With your help we can make
Petunk even better for its release later this year.

You can learn more about Petunk here:

Nikki’s Story Episodes (Pay What You Want) for Linux

Joyride Labs released of “Nikki and the Robots Story Episodes“.

Nikki and the Robots Story Episode 1 screenshots

Nikki and the Robots Story Episode 1 screenshots (more)

Join Nikki on a secret mission to fight the evil Dr. Lacroix. Test your skills in stunning platformer action and exciting puzzles — with the help of a variety of futuristic robots.

You can get the free part of the game (version 1.0) from our download page. For purchasing the Story Episodes visit:

Pay What You Want

As long as there’s no demand for a fixed price, the Story Episodes will be pay what you want. The sales of the first episode will determine the amount of work put into future code & content. If you don’t have a credit card or bank account, there are some alternative payment methods.

video: Nikki and the Robots Release Trailer (Story Episode 1)

Joyride Labs have prepared a press kit which is also available in German language.

Papier Adventure Game for Linux launched on Kickstarter

By Matt McArdell
September 20, 2012

Melbourne, AUS – Spycraft Studios has launched Papier Adventure for
Linux on Kickstarter to support the development of an imaginative
story-driven adventure game. The target date for achieving the funding
goal is October 13, 2012.

Papier is set in a world of paper, sketches and ink with a unique
visual aesthetic for the 3D environments, and detailed attention paid
to the characters and story. Being developed in a cross-platform
manner, Papier is set to provide an exceptional game experience for a
variety of gaming platforms.

Papier is a boy who lives in a world of paper. After receiving a
mysterious letter he discovers the legends of the Arcane Library and
its books that cause everything to exist. Each person has a book that
tells their life story and most of the pages from his book have been
stolen. He sets out to find these pages before his powerful foe can
destroy them, and page by page – he discovers his true destiny.

The gameplay is a combination of adventure game and RPG elements, with
a focus on straightforward controls and employing unique interaction
for casting of magical powers and specialised puzzles.

Citing cross-platform publishing, media management, and the upcoming
character animation features of the Unity toolset as major drawcards
for streamlining the development process, Matt McArdell from Spycraft
Studios had this to say, “Unity allows us to provide Papier to
gamers without the usual platform barriers. We recently announced
support for Linux, made possible by leveraging the Linux publishing
capability in the upcoming Unity 4. The sum total of the features in
Unity allows us to focus on creating our own unique game world and
mechanics, rather than reinventing the wheel by spending a year
developing a core rendering engine and supporting tools.”

Spycraft Studios are providing project backers with access to
developer journals and a beta version of the game during the
development period.

About Spycraft Studios
Spycraft Studios is a mobile development studio based in Melbourne,
Australia with expertise including mobile games, applications, web,
and enterprise solutions.

Papier Adventure Kickstarter project page

Spycraft Studios web site

To learn more about Papier Adventure, please contact

Matt McArdell, Spycraft Studios
7A Bedford Street
Collingwood, Victoria
3066 Australia.

Tiny Cthulhu trailer available

Ben Crispin – the developer of Tiny Cthulhu – has informed us that a trailer for this new 3D game is available.

*A teacher at the notoriously underfunded Miskatonic University Daycare
Centre sends her charges off to sleep with a story from the Necronomicon
(it was the only book she could find in the library that had pictures…)
Through her not-quite-carefully-edited-enough account, we follow the dread
Tiny Cthulhu on his travels through mind-blasting vortexes of madness and
adorableness on his way to rain inevitable and cuddly doom on a blissfully
unsuspecting humanity.
…Sleep well, kids…*

Are you personally offended by the astonishing lack of 3D Platforming
titles for PC/Mac/Linux?
Do you further feel that there’s simply not enough Eldritch Abomination in
your life?

Well, in that incredibly unlikely case, you’ll probably be overjoyed to
hear that THEORY32 has just launched an Indiegogo fundraiser for Tiny
Cthulhu – its an upcoming game of adorable Lovecraftian mega-horror.

The page can be found at:

Donation perks include having your house made into a stomp-able model and
placed in Cthulhu’s path during the ‘Modern Earth’-set finale, having a
picture of your face appear in the ‘Lost and Hidden Shrine to Those Horrors
That It Is Better To Die Than To Glimpse… Even For A Second…’ easter
egg, and providing screams and/or last words for the destruction of a

High-res screenshots, logos, more info, and etc. can be found at the
Development Blog here:

(If you have any questions, etc. feel free to contact me at ‘’
Ben Crispin.) on the way back to the roots

Hello linuX-gamers,

as you may know started as a gaming community page and developed into one of the main news resources about linuX games and gaming on a linuX operating system.

As playing under linuX has become sort of “mainstream” and the flow of real news on is not really present I plan to revert this page back to a Multi-Gaming page and I would like to get your input.

My idea was to make the project as open as possible so when you already have a group of people that play under linuX you could just join and unite with other groups under one hood.

A longterm goal is to organize linuX-LAN-Parties again and to be present on the important exhibitions.

Feel free to comment and discuss.



Nikki and the Robots 0.5 News and Story Mode Peeks

Nikki and the Robots 0.5 Announcement

Here is the new Nikki and the Robots 0.5 Beta(!) release (download here).

video: Nikki and the Robots 0.5 Changes and Story Mode Peeks

We’re working on a preorder web page, which is open source under AGPL and hosted here.

The changes explained in the video (and some that were left out) are as follows:

  • Game:
    • Info terminals instead of text bubbles in tutorial
    • Falling tiles take a little longer to start falling
    • Batteries have a little less mass
    • Switches are easier to trigger
    • Added laser robots and laser endpieces
    • Cannon-robot sounds
    • Boost sound for jetpack robot
  • GUI/OSD and Controls:
    • Added keyshints in game mode
    • Allow configurable game keys (jump and context) to control the menu
    • Main menu will notify you about the availability of the story mode
    • Mac OS X: default jump key is space
    • In-game OSD shows total number of batteries in level
    • “…”-bubbles when nikki can start npc/computer monolog
    • Added “retry level” menu item to failure menu
    • Added retry-option to pause menu
  • Level editor:
    • Added gray level template
    • Better layer insert and delete control
  • Other:
    • Game art sources added to source code repository
    • Bugfixes on Linux, Mac OS X and Windows that prevented many users from running the game

Wine 1.4-rc6 Released

The Wine development release 1.4-rc6 is now available.

What’s new in this release:

  • Bug fixes only, we are in code freeze.

The source is available now. Binary packages are in the process of being built, and will appear soon at their respective download locations.

Bugs fixed in 1.4-rc6:

3325 Time Adjuster’s toolbar stays always on top
4084 SonicStage 3.1 installer fails with ‘Windows version not supported’
5897 PixelFormat_DD2WineD3D Unknown Pixelformat
8166 notepad does fully not display long (>32K) one-line files
8495 missing graphic objects in Re-volt
10176 rFactor Dedicated not working anymore after update
11430 Applications based on CodeJock Software ToolkitPro fail with division by zero
12212 DeusEx: running at big resolutions result in screen shift&crop
12739 Improper drawing of radio buttons
13248 Multiple Error MessageBoxes in Incomedia Website X5 installer
13792 Abomination: The Nemesis Project Crashes at startup
14769 Firefox 3 window size isn’t restored after returning from fullscreen (dogfood)
16189 Google Earth install fails (service related)
17564 7-zip file manager interface selection problem
17723 Audiosurf: unable to fill textfields
18569 TeamViewer: App doesn’t start, probably heap corruption
19106 Touhou Fuujinroku ~ Mountain of Faith: Stage backgrounds aren’t always rendered properly
19159 Command & Conquer 3: Tiberium Wars hangs at splash screen
21019 Igor pro “Help brower” has no window decorations
21745 Magic Workstation: icons and some text appear upside-down
21981 Igor Pro: Drop-down menu only works when arrow key is pressed
21984 Glumbuster crashes on load
22216 Problem with freopen(“CONOUT$”, “w”, stdout);
22359 Wolfenstein water displays strange rays
22414 Grand Theft Auto: Vice City – full screen window does not take focus
22558 Harbinger (demo) graphical issue: green artefacts around objects
22703 Running Galcon Fusion demo gives error message
22842 Can’t select screen mode / resolution on PSOBB and PSU
22987 Irfan view – “Can’t paste image from clipboard !”
24259 World of Warcraft in Windowed/Maximized OpenGL mode takes 100% cpu
24267 Touhou 12.3 Hisoutensoku: Don’t draw some sprites.
24695 Saira crashes when fullscreen mode is selected
25164 Sound dies on video in binkplay 1.0 after mouse has been moved outside window/video paused
25324 GL_INVALID_OPERATION (0×502) on x86_64 installations.
25447 Men of War does not let me select anti-aliasing options
26416 Fullscreen problems with Phantasy Star Online
26613 painkiller redemption steam mouse wheel not working
26872 Cannot create new profile in Dawn of War demo
27220 Internet Explorer 8 always show error message on startup
27293 PSO:BB – Cannot type a character name during character creation
27609 GTA Vice City hangs in initial menu
28087 foobar 2000: Crashes when editing tags (with configured media library)
28598 ArchiCAD 12: crashes when creating a new file or open an existing one
28801 stack_set_frame_internal passes undefined value into SymSetContext()?
29167 Star Wars The Old Republic launcher locks up on icon highlighting
29689 Crash wincfg on graphics tab with LC_ALL=ja_JP
29869 Re-Volt is missing an HUD element
29883 Games created with RPG Tkool VX Ace (Japanese version of RPG Maker VX Ace): can not write save data (Save*.rvdata2)
29949 PAF (Personal Ancestral File) help viewer unhandled page fault
29981 Galactic Civilizations 2 is unplayable due to possible severe memory leak
29992 Rally Trophy: crashes on startup when Logitech G25 plugged in
30038 Detect CPU speed by using sysctl “hw.clockrate” instead of “dev.cpu.0.freq”
30040 comctl32/monthcal test fails on leap years?
30053 Finale 2012 font spacing is too wide