- Sail Forth is out now! - 21 December 2022
We're so excited to announce that Sail Forth is OUT NOW on Steam! Master semi-realistic sailing physics to chart unknown waters in a heartfelt journey to save the world! Put the wind to your back and cast out into a vast ocean spanning dozens of eccentric regions. Discover countless isles bursting with their own flora, fauna, friendly folk, and fearsome foes. Playfully pursue a pod of curious dolphins, admire the beauty of the sun sinking into an icy horizon, or run down a clutch of cowardly criminals only to accept their apologies to the tune of wild cannonry. Will you answer the call of High Adventure? Get it for 10% off now through December 28! https://store.steampowered.com/app/1031460/Sail_Forth/
- Freshly Frosted is out now! - 23 June 2022
Hi everyone, We're SO excited to announce that our cute donut puzzle game Freshly Frosted is out now!! We've put so much love into this game and we hope you enjoy your time playing it. If you have the time, we'd love it if you review Freshly Frosted on Steam! We're a small team and every review helps us. https://store.steampowered.com/app/1070790/Freshly_Frosted
- Get Deleveled for 20% off in the Mind Bending Physics Puzzlers bundle! - 7 September 2021
Are you ready to bend your brain? This collection of puzzlers that play with physics will have you wishing you paid more attention in your science classes. Mess with momentum, grapple with gravity, and imagine the impossible with these great games, all for 20% off! https://store.steampowered.com/bundle/22248/Mind_Bending_Physics_Puzzlers/ Gun Rocket is a 2D physics puzzler that is not for the feint of heart or the stiff of fingers. In search of adventure, you have been caught by holes in space and time. Can you escape? Crayon Physics Deluxe is a 2D physics puzzle / sandbox game, in which you get to experience what it would be like if your drawings would be magically transformed into real physical objects. Solve puzzles with your artistic vision and creative use of physics. The Bridge is a logic puzzle game that forces you to reevaluate your preconceptions of physics and perspective. It…
- KUR IS OUT NOW! - 20 August 2021
KUR is available right now for everyone to play. Thanks to everyone who has followed all our development updates, showcase appearances, streams, and demo events - KUR is out now and ready for all of you to play. We've got a long list of things we'd love for you all to experience across all 23 levels, a huge arsenal of weapons, and the hordes of robotic flesh-wearing enemies. https://steamuserimages-a.akamaihd.net/ugc/1706288137437804250/94B6FF1EE566EE376CACD95155DA2FD2B8A6978C/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false We've released KUR as an Early Access title in order to give Really Ragdoll more time to polish the game and work with the community to implement changes. The game is content complete with over 20 levels, and we're looking forward to making the game the best it can be along with all of your help. This comedic take on the classic ‘90s s…
- Deleveled is a clever platformer with no jump button where you use bouncing momentum - 11 September 2020
Platformers come in all shapes and sizes. Some are about hacking and slashing, some are about precision and some like Deleveled take almost everything away from you. Read the full article here: https://www.gamingonlinux.com/2020/09/deleveled-is-a-clever-platformer-with-no-jump-button-where-you-use-bouncing-momentum
- A Day In The Life Of A Game Programmer - 19 June 2020
Interested in seeing what developing a game is like? Don't know where to start for making a game? Questions about programming in general? Or maybe you're just bored at work and need someone to talk to. No matter the reason, come join Kyle as he spends part of his work day showing you what it's like working on Deleveled. Plus, there will be an adorable puppy that drops in from time to time.
- Bouncing Down Memory Lane - 18 June 2020
We've swept up the cutting-room floor and found twenty-five levels that, well, they won't actually be in Deleveled... but, for one reason or another, we still like them anyway! We've got everything from mechanics we implemented but didn't end up using to fully realized challenges that just didn't quite make the cut. Join us as we play through them all and share our thoughts about this whole giant development process! https://steamcommunity.com/broadcast/watch/76561198035857271
- Talk puzzles and other interesting aspects of games! - Chat Stream - 11 June 2020
The team at ToasterFuel is hosting a chat session to talk about puzzles in games and how you don’t need a bunch of extra stuff to make a good puzzle game
- Put your thinking cap on for Deleveled! - Live Stream - 11 June 2020
Join the team at ToasterFuel for a special stream during the Summer Games Festival! Ask questions, chat with the developers, and see how the levels in Deleveled really work!
- Post-PAX Recap - 5 September 2019
Wow! What can we even say? PAX was absolutely amazing for us and we're so, so grateful that we were able to be a part of this year's PAX 10. A huge thanks to the more-than-500 (!) of you who came over and played our demo, as well as to everyone who just heard out our pitch or took a card! Everybody was so incredibly nice and it was a ton of fun talking with all of you! Our big announcement for PAX was that Deleveled will now also be coming out on Xbox One and PlayStation 4, in addition to Steam and Switch. The added publicity we knew would come from our PAX 10 selection motivated us to take another look at the other platforms and we decided it'd be worth it to port ourselves over there, too. We're thrilled to have what, in 2019, is considered a full coverage launch, especially with everything being on track for a simultaneous release. Over the last month, our efforts have been divided b…
- The Last Mile - 13 August 2019
"The last mile" is a phrase used in a variety of contexts but, generally, it refers to the final connection made between product and user. A grid of power lines in a city isn't very useful unless it's actually wired up to apartments and houses. A well considered set of bus stops doesn't have much value unless people who want to use the bus will be able to get to them. For the Deleveled team, the alpha build we've taken to shows for feedback is great but it's not much of a video game you feel like you should pay for if it doesn't have some menus and a soundtrack. So, over the last month, we've tried to focus largely on that last mile that Deleveled still needs to travel before we really start feeling like it can be released. For Kyle, this meant designing and implementing our basic user interface. Although, during gameplay, we're trying our very best to avoid any notion of permanent UI,…
- See You at PAX - 11 July 2019
If there's anything I've learned about writing monthly video game updates, it's that there always ends up being a lede at risk of being buried. So, as usual, let there be no mistake as to what the big news of the day is: DELEVELED WILL BE FEATURED IN THIS YEAR'S PAX 10 LINEUP. As you might guess from the uppercase letters, we're REALLY excited about this. PAX 10 is a showcase of ten hand-picked indie games at PAX West. We applied on a lark a couple of months ago and were absolutely over the moon to learn that we'd been selected by the judges. It certainly doesn't hurt that, for us, PAX West is local. So, if you'll be there this year, we'll be demoing all day, all four days. Come by, say hi, and move some squares around! Less exciting but just as meaningful, a few weeks ago, we released an alpha version of Deleveled to a handful of our friends so we could get some broad feedback on gamep…
- Now Showing - 10 June 2019
Every month is a busy month nowadays but May felt particularly jam-packed for us. Kyle started out the Deleveled road show by taking our demo to the iFEST Indie Game Showcase where he got a ton of good feedback from real players. We followed that up a week later by working a table at PocketGamer Connects Seattle, which is much more of an industry trade show. There, we participated in a game-pitch event and ended up placing second, earning us a nice chunk of gift certificate to use for advertising later on. (That means our advertising budget is now officially more than $0! Our publisher is very proud of us!) We wrapped up the month by heading down to Renton City Retro, a small but very well attended retrogaming expo. There, we had a ton of fun connecting with more players as well as several other developers in the Seattle Indies community. ...and, boy, are our arms tired! The hits kept o…
- Fresh Coats of Paint - 7 May 2019
I'm not going to bury the lede here. Last week, we made the decision to officially team up with Ty Taylor and the Quantum Astrophysicists Guild to bring Deleveled to the Nintendo Switch eShop when it releases later this year. To say the least, this is incredibly exciting news for us. We don't have much else to share on that front right now but we're shooting to show up simultaneously on Steam and Switch so you'll get to pick up our puzzle-platformer on your preferred platform. (Also, I sometimes overdo it with alliteration.) Since our most recent update, Kyle and I have been working hard to make Deleveled a bit more visually interesting. Our aesthetic for the game has (obviously) been quite minimal up to this point and we don't plan on straying far from that. We have, however, always wanted to explore how the game felt with some cool geometric background art, though, and we've begun moc…
- Chipping Away - 9 April 2019
As we continue chipping away at everything on our Deleveled wishlist, I wanted to let everybody in on a little bit of what Kyle and I both have on our near-future plates. We're expecting to have a very limited beta near the end of the month, so we want to be sure to have our game in a state that at least resembles what it would look like at launch. For Kyle's part, this largely means continuing to iterate on game mechanic twists that we think could be fun. Not everything will end up making it to the final game but it's important that we try a bunch of stuff to find out what works and what doesn't. The main thing we're excited about right now is the ability to rotate the entire playing field 90 degrees. We've rigged up a couple of simple test levels to explore this mechanic and we think it's going to be a winner. For my part, I've been going very hard on level design. We're hoping for a…
- GDC Recap - 29 March 2019
Kyle and I have now fully recovered (I think) from the four days we spent at GDC. We were both GDC first-timers and it was a great experience for us. We had the least expensive pass to get in, which meant we could go to the expo hall but not any of the talks (we're hoping the best talks end up making it to YouTube, of course). Truth be told, during the day, we were mostly just talking with each other about Official Deleveled Business. In the evenings, though, we were busy going to parties and trying to meet as many people as we could. I still need to sift through all the business cards I snagged but, suffice it to say, there are a lot of incredible people at GDC who are working on some very cool projects. I also had a very "in the industry" moment when I was working on something at a table in the convention hall and a few people sat across from me and were having, like, a real, actual b…
- From One Conference to Another - 21 March 2019
First and foremost, Kyle and I would like to give a huge thanks to everybody who played Deleveled at Emerald City Comic Con! It was our first demo to the general public and we're absolutely thrilled at the positive reception we got from all of you. The reception was so promising, in fact, that we've decided to expand the scope of Deleveled a little bit and really try to get something great in everyone's hands and hard drives this summer. By far, the most common question we were asked was, "Are you planning on releasing this as a mobile game?" Right now, we're staying focused on the PC (hopefully Macs, too!) but we'd be dumb not to at least investigate the ins and outs of a mobile release. I expect to be able to share more details later on this year. Finally, just two days after ECCC, Kyle and I hopped on a plane down to San Francisco where we're both attending our first GDC. In between…