First person dungeon crawlers, 90s style, in a modern game engine? Here's a rundown of how we made one in Unity in 2019. Most 90s dungeon crawlers, ours included, are just glorified spritesheets arranged to look like a hallway. While technically we are in a 3D game engine, we don't render any meshes. The dungeons… Continue reading Dungeon Crawling in 2.5D
The beta's made a lot of substantial changes to our game: here they are! About half of the content has been completely remade Difficulty is now scalable! The game will test your speed and place you in a set difficulty range. Collectathon system introduced — collect NPCs as you travel through the tower. Completely new… Continue reading Beta Changelog
Wrestle a high-speed battle system that relies on your typing skills in Backspace Bouken, the old-school dungeon crawler. We’re proud to release a new beta demo, this time directly on Steam! We'd appreciate any feedback you have here! Please follow us on Twitter and sign up for the mailing list if you're interested. In addition,… Continue reading Backspace Bouken's Beta Demo hits Steam!
Following our demo release in the beginning of June, we've started working on some new features after receiving a lot of good feedback. Some people had issues reading our low-res font. No issue: we started using a new one. The demo was HARD, almost universally. For the final game, we plan on a lot of… Continue reading Post-Demo Devlog
We've released a free in-development demo version of Backspace Bouken on our itch.io page, and we'd love to hear your feedback. We also have an official trailer and a Steam page if you'd like to wishlist the game.
We showed a short clip of a new area and enemy type this past saturday. Here's the tweet in case you missed it. Been hard at work on a new tileset and enemy type, here's a small preview! #screenshotsaturday #gamedev #indiedev #madewithunity pic.twitter.com/pX5dJO7kCH — Backspace Bouken (@BackspaceBouken) February 3, 2019
After a bit of showing off via Twitter and other social media we realized we needed a centralized site. We plan to update this devlog semi-frequently, and you can subscribe to our mailing list.