Why Creators of PlayerUnknown’s Battlegrounds Were Upset By Fortnite’s New Game Mode

Last week this time Chang Han Kim, following a press release about his feelings towards Fortnite’s new battle royale mode, requested an interview with PC Gamer to clear up any misconceptions the audience had about his comments. He went on to say that, rather than being upset by the mode itself, he was bothered by how they went about it.

He started by saying he wished they’d come to him before they made the trailer, that “it “was just a bit surprising and disappointing to see our business partner using our name officially to promote the game mode that is pretty similar to us and using the PUBG name and confusing players, by making them think they had something to do with the project.”

By saying that players were confused by Fortnite’s trailer is to basically say they’re idiots. Epic Games made their inspiration clear in the trailer, but they did not – for a second – give viewers the idea that Bluehole Studio had anything to do with Fortnite’s iteration of it. And to, even for a second, say that players could not tell the difference is to say that they don’t have sense. Now, a week later, we know exactly why Chang Han Kim was so upset by Epic Games creating a battle royale mode that was not only free but could make it to consoles first – he had just become the CEO of a company that existed solely to push PUBG to the corners of the earth and license the game [mode]to other people; something that he couldn’t admonish Epic Games about a week ago because the announcement of his new position was still under wraps. 

Now, anyone paying close attention to the PC Gamer interview could tell it was more about their relationship with Epic Games muddying the water between dev studio and engine creator. Chang Han Kim took every opportunity to explain that, although the genre was not new, everyone that had taken part in it so far had paid to play. Following Brendan Green’s creation of the “King of the Hill” mode in Arma 2, Daybreak Games paid to have their King of the Kill mode, and so did Bluehole to follow – it was the fact that Epic Games had beat them to console, without paying a dime, that seemed to upset Chang. And to me, that’s fine. Knowing that in less than a week you’ll be the head of a company that exists just to license a product, but being unable to reprimand someone that’s doing it for free today must be very difficult. But I’m disappointed by the fact that both him and Sammie Kang, Marketing & Events Manager, pretended it was about the confusion of us gamers; closing with

Right, and there were players like, “Oh it’s cool, now we get to play PUBG in Fortnite”, and there was nothing we could do about it, because it was depicted that we were officially involved.




Clarifying Nintendo Switch “Nindie” Exclusives

  • Super Meatboy Forever – Cross Platform (Including iOS and Android)
  • Shovel Knight ‘King of Cards’ – Cross Platform (Including Amazon FireTV)
  • Mom Hid My Game – Switch and 3DS, previously sold as “Hidden my game by mom – escape room” on iOS and Android
  • Golf Story – Nintendo Switch Exclusive
  • Floor Kids – Nintendo Switch Exclusive
  • Wulverblade – Nintendo Switch, Steam and other consoles soon to follow.
  • Poly Bridge – SteamiOS and Nintendo Switch
  • Kentucky Route Zero TV Edition – XboxSteam, PS4, Nintendo Switch
  • Earth Atlantis – Nintendo Switch, TBA: iOS and Steam
  • Next Up Hero – Steam, Nintendo Switch, Xbox One, PS4
  • SteamWorld Dig 2 – Nintendo Switch September 21. Steam and PS4 a few days later
  • Mulaka – Cross Platform
  • Yono and the Celestial Elephants – Steam, and Nintendo Switch October 12, 2017
  • Dragon Marked for Death – Nintendo Switch
  • Battle Chef Brigade – Steam and Nintendo Switch Holiday 2017, PS4 2018
  • Morphies Law – Nintendo Switch first, then PC
  • Sausage Sports Club – Steam and Nintendo Switch Holiday 2017
  • Light Fingers – Cross Platform
  • Nine Parchments – Steam, PS4, Xbox One, Nintendo Switch


On My Radar – Week 3

Dead Cells

I was six, and with my purple GameBoy Color in hand and “Elmoe in Grouch land” as my guide, I began my intrepid journey into the world of video games.

Years later, with the GameBoy put away, my love for quasi-2D side scrollers had stuck for good. So with the announcement of Dead Cells, I was sold. They proudly call themselves “Metroidvania” and “Roguelike” but to the unaccustomed those words don’t mean much. Dead Cells is a 2-D scroller in a procedurally generated world. The world itself is dark, but the monsters, their drops, and your attacks light the world with brilliant color.

  • Special attributes can be purchased in the shop, altering your weapons and changing up the facets of combat, ultimately changing your build and play style.
  • Cells, which help you to improve your moveset and unlock a wide variety of new weapons, are dropped from enemies but are lost for good when you die – so in this game, it’s better to spend than save.
    • You get the nostalgia for Metroid when you realize that these moves you’ve unlocked can help you traverse the world in different ways, allowing you into areas you didn’t even know where there.
    • But it’s the RPG-esc progression, the story, mixed with the game mechanics and dungeon crawl that make it a “roguelike.”

Whatever you refer to it as, Dead Cells is turning out to be an amazing looking game, and one I’m already looking forward to getting my hands on. If the developers continue on their current path, we’ll have a gorgeous reinvention of a classic that both Mac and PC gamers will enjoy for a long time.



I’ve already posted about Dauntless on the site. Transcribing an entire interview illuminated a lot about the game that I didn’t already know. Feel free to go over to that post to see exactly what I find so incredible about it. 

As a brand new I.P. Phoenix Labs needed a comparison that would draw interested parties to their game, and in their search they made an incredibly apt comparison. Dauntless stands out as “a PC version of Monster Hunter” and everyone that’s set their eyes on both can see the similarities.

Given the ability to tear limbs off monsters and use those parts for weapons and armor, players that have experience with the sub-genre will instantly feel at home. Add in the crisp and but slightly daunting feeling of combat, and the fact that you can play this game cooperatively with friends, and even those inexperienced when it comes to fantasy based RPG’S will have the time of their lives. Oh, and it’s free to play – so in-game payments for faster progression and a higher chance of drops – but no game is perfect.

Here’s some combat footage:


PlayerUnknown’s Battlegrounds Dev Stream – March 2017

UPDATE 5/23/17: May’s Patch Notes

(March’s) Dev Stream w/ PLAYERUNKNOWN, Marek & Pawel*

  • We are planning on monthly updates during Early Access in conjunction w/ Test Servers.
    • We’ll develop for three weeks, and then send the update out to the test servers for a week. If things are working well then we’ll we’ll push it to the other servers.
  • We do not plan to change stance adjustments.
  • No plans to implement locks on vehicles.
  • Considering random crate drops for the end of rounds. But we won’t be giving higher ranked winners random crate drops, we don’t want the game to be a grind for crates.
  • “I don’t think we can do a rejoin mechanic.”
  • Helmets and vests are not designed to be put into backpacks “We want to avoid the situation where you shoot someone in the head and they immediately equip another helmet.”
  • We are trying to make the HUD as minimal as possible while still trying to provide all necessary information.
  • We should have an announcement for estimated release time RE: Austrailian servers next week.
  • We will have oceanic servers, just no ETA.
  • There are no plans for Linux or Mac support at this time, there are not enough people interested in playing to justify the development time necessary to implement.
  • Keys with microtransactions won’t be implemented until after full release.
  • Equipment skins will be coming after we work on game optimization
    • We’ll have cosmetic skins for weapons, vehicles, and your characters.
    • But we plan on keeping them relatively.
  • The reason crates get more expensive the more you buy is to enforce a soft limit on the number of crates you can buy a week. To create an economy based on our skins, so limiting the number of crates you can obtain a week is important to make sure there is rarity within items. So there’s value in the marketplace.
    • These items will available on the Steam marketplace. We will implement a system like CS:GO where you can buy keys and keys will be used to open crates.
    • All the skins you have, you’ll be able to sell on the Steam marketplace eventually.
  • We are looking at other ways for you guys to open crates, maybe a time release system. We do want to give players that don’t necessarily have money to spend on keys, we do want a way for them to get them skins.
    • You’ll also be able to find skins in the crates in the world as well but that will be after full release.
  • We’ve considered adding C4 as a remotely detonated charge.
  • PU said they’re going to continue to working on positional audio, but Toone said it’s “spot on” and only needs work in spectator mode.


  • We are going to adjust the final circles to make them a little bit slower, but no we are not reducing the damage.
  • We do have plans for weather and possibly night maps. We first need to fix performance in the game first. We would like to add snow, but it’s very CPU heavy.
    • If we do add night maps, it will not be dynamic. We don’t want your environment changing in the middle of a match.
  • We may add more environmental sounds, but we don’t want to overly distract you from the gameplay.
  • We don’t want to add fog effects outside the circle, we don’t want to punish people harder for being outside of it. Battle Royale is supposed to be about the fight, not the environment.


  • We are going to work on the reward points.
  • Our ranking is an ELO based system.
    • You start at about 1200.
    • Kills are worth 20% and win points are worth 100%.
    • Kills are based on who you killed (their rank) and who you died to.
  • Eventually, we have proper matchmaking when the ranking system is pretty stable.
    • We do want to add ranks above people’s heads in the lobby as well so you know who you’re up against.
    • There will be ranked competitive games, like 5V5
    • We plan to have unranked matches so you can go in and just have fun and learn the game without concern for your rank.
    • We will have separate ranks for solo on co-op.
  • We will have ranks for your ratings as well, that will be implemented sometime in the future.


  • There is currently [virtually] NO bullet drop, but we are adding air resistance, with full plans to add bullet drop in the future.
  • We are considering adding a second option to scopes, red dots to ACOGs etc.
  • Muzzle attachment changes:
    • The compensator reduces the vertical recoil of the gun.
    • Flash Hider changes muzzle light, particle effect, and a small compensator buff w/ partial horizontal recoil decrease.
    • Suppressor makes a small change in deviation in random spread, and reduces the attenuation range of your weapon while adding a little audio spread mechanics to your sound. So you can still hear it, but it makes it harder to pinpoint by about 20 degrees.
    • We will be changing muzzle flashes as well as line attenuation, so they will be able to be seen from longer distances.
  • We may add more calibers to the game, depending on the weapons, but really what our intentions with the weapons is to really just balance the classes more than anything else. To make sure there are good pistols, good SMGs.
  • The UMP is one of the weapons that we need to rework because it’s way too weak right now. It’s one of the weapons that aren’t currently using real world values for the muzzle velocity.
  • This is subject to change: Verticle foregrip significantly reduces horizontal recoil by a large amount, and angled foregrips reduce both horizontal and verticle but by a smaller amount.
  • No tracers on bullets, further than what is currently available on the sniper rifles.


  • The reason you have FPS drops in towns is because of the numbers of objects in towns etc. So what we’re doing in the next 5 weeks is making the towns look simpler at distance.
    • Currently, the towns are CPU limited, we’re trying to optimize it to use the GPU correctly and to its full potential.
  • We are currently using BattleEye to deter cheaters.
  • Parachuting is connected to ping, we could make it client side, but other than that there’s nothing we can do.
  • Vehicle physics will be worked on.

Upcoming Features

  • Next optimization pack is expected around April 15th.
  • Streamer specific features will be coming.
  • We will be coming out on consoles, but not until the PC version is complete.
  • We are looking into the eSports scene, but we want it to grow organically. The hardest thing for us is figuring out tournaments, IRL, ’cause making Battle Royale viable is a tough sell. Personally, I started Battle Royale ’cause I thought it would make a great eSport.
    • But we will have a really complex statistic point system, but that’s later down the line.
  • Mod support will be coming, but will not be looked at until after we’re satisfied with the game optimization.
    • Mods will run on separate servers, but we’ll talk about that later down the road.
  • Will later implement a hardcore first person mode.
    • Slightly reduced UI
    • No crosshairs
  • Our jumping mechanics are put on hold until our vaulting system is complete.
    • Vaulting is at least 2 months out. w/ the initial plan being the end of May.
    • Plan to have a vault / climb / jump feature that is Battlefield-esc.
  • We are thinking about distinct impact sounds when shots connect – maybe just for headshots. But we have plans for… if you hit someone with a vest it will give a puff of dust rather than a puff of blood, so you know that that person is wearing a vest.
  • No ETA on a replay feature.
  • Additional maps are confirmed, and one is currently in the works.
  • We’re adding a “play again” button to take you directly into matchmaking. But because of the nature of the game, there will be some downtime between hitting play and landing on the ground.
  • You will eventually be able to use med kits and stimms while in a car.
  • We do have plans to make environments more destructible, but optimization has to come first and destruction kind of messes with that.
  • We will be implementing range finders and binoculars.
  • We’re working on first person mode, but it will take time to implement.
  • Motorcycles [with side carriages] are coming.
  • Plan to implement FOV sliders.
    • Field of view will only increase, players will not be able to make it less than 80.
  • We do have plans for more death screen statistics.
  • When we go to full release, yes we’ll probably do a wipe of all stats.
  • We do want some kind of leveling system when it comes to weapons, and stuff like that, unlock special reloads for your character etc, it will have no effect on gameplay. But this will take a while.
  • Will make it so that map markers can be seen by the entire team.


  • The bleeding meter is supposed to stop when someone starts to revive you, it’s simply bugged atm.
  • “Closed Connection” bug should be fixed within the next week for the remaining people suffering from it.
  • Spectate mode is buggy and will be fixed.

PlayerUnknown’s Talk w/ Twitch Streamer Oshi7

  • The circle position is always random, and is only prevented from going to the edges of the map.
  • There will be other maps in the future, but the current one took roughly a year to make, so won’t be any time soon.
    • The map that players are currently playing on is 100% complete (when it comes to content), we’re just working on polishing it right now.
  • We’re pushing daily updates to the servers, trying to optimize them to the best of our ability. Unreal Engine wasn’t made for open worlds or 100 players on a map, but we’re going to brute force it anyway.
  • There will are two bigger optimization updates on the 7th of April and the 14th of April.
  • We do have plans for consoles, but only after the full PC release.
  • I have a few other game modes I’d like to add, but I’d really like to see what the modding community will come up with. After full launch.
    • We will be giving people the ability to write core code without directly giving them C++ Access.
  • First person hardcore will come without a crosshair, and a limited User Interface, there is no ETA at this time.
  • I’ll probably be working on this for another year at least; not just the game but setting up for eSports.
    • We have our leaderboards, we have ELO-based ranking. But we want it to grow organically, I just want to give the community the tools to build whatever they want.
    • I always wanted to create a community sport.
  • We’re adding take-downs.
    • Standing take-down
    • Crouch take-down
    • You need to be sneaking up on someone that isn’t moving.
  • We’re rewriting our propagation algorithm for foliage to make it look a little bit more natural, and add a little bit more cover, so there will be a bit more bushes and stuff like that; cause right now it’s a little bit bare.
  • We will make it so that foliage isn’t tactical. We don’t want it so that people that turn foliage down can see you hiding in the grass, and people with it on can’t.
  • We will have 2D replays and 3D replays with floating spectator cameras.
    • We’ll also have a record feature so you can analyze your moves, and look at your teammates’ movements.
    • [Call of Duty esc} kill / death cams that rewind 5 seconds and shows you how you were killed.
  • The bug that makes houses not propagate is being worked on, but it’s very elusive. We do know of it, we’re just trying to track it down.
  • Asked if he’ll have to reduce draw distance to increase performance: I like the 100 people, but we haven’t even touched performance, up until the start of early access we were only adding content, it’s just now that we’re starting to work on optimization.
  • We are kind of happy at the level of customization with the weapons. No changing barrels etc. We’re happy with the calibers we have, I just want to add new weapons, if anything a few more scopes…
    • We want to add a few more SMGs a few more ARs. I just want to work on balance first.
    • We want to make it so that you’re not just maining ARs
  • Battleroyale is the fight between you and the other player, it shouldn’t be a fight between the UI or your surroundings.
  • We want to add a gun range map, but it’s not a high priority. Right now the way that we’ve built the game, it’s really hard to make a single player thing without a lot of work.
  • We had to remove the crossbow for a moment, but we will be putting it back in.
  • RE footsteps: “All the sounds need to be tweaked, all of these things will be changed.”
    • Jumping system is on hold, but sounds in relation to jumps will be worked on as well.
  • We’re in early access beta, so it’s all about performance, it’s all about optimization. There will be more content, but it will be 80% optimization.
  • No plans in adding mounted weapons to boats, mods can always do it, I feel it’s a little OP for Battleroyale.
  • There will be Twitch integration. These are things that will be coming closer to full launch.
  • The know-down feature “issue” in which you’re revived with almost insufficient health is intentional.
  • Skins are not something we’re working on right now, but we won’t be looking at that until the game is fully released.
    • What I really want to do is make sure we have a skin economy, that’s why the crates quickly increase in price, there’s a soft limit to how many you can buy.
    • There will be keys to open those crates, but not in EA.
    • You’ll be able to find those skins in the world, we don’t want to punish people that can’t afford to buy keys to open crates.
    • There are big bugs with the reward system, but give us time, we’ll fix them.
    • Clothes will only be cosmetic.
  • When you start reviving someone their revive meter I should I stop, but it’s bugged right now.
  • We want to add air drag to bullets.
  • The pan does deflect bullets.
  • Animations are still being polished.
  • We’re going to have emotes eventually.
  • Right now the European servers…the problem is not that we have [bad] servers. We’re updating servers daily, it’s due to what we put on them – buying more servers won’t increase the performance the way we want, we’ve been focusing on stabilizing servers first, and we’ll continue to do daily server updates.
  • We hope to be at full release in 6 months.
  • We really don’t want to give serious rewards for winning cause that will lead to farming. We really don’t want to give something that’s valuable for winning cause that will lead to farming and cheating and people doing 20 man teams in solo just so they win.
  • We will have leveling for “skills” with your AR, so you can unlock special reloads. It will add nothing to the game, they’ll be tactical reloads – they won’t go any faster, they’ll just look cooler.
  • No KSVK.
  • We’d like to implement C4 so you could put explosives on cars and walk away and trigger them when other people walk up by.
  • There will be full in-game replays, much like CS:GO.
  • And more ways to change your keybindings.
  • This is the set price, it will not increase from $29.99
  • No combat stances.
  • No plans for traps or other hazards other than the bombs.
    • We want to add more destruction, we want to add more environmental things but.
  • We’re working on the fuckboi cabin.
  • No sound when the electric field progresses.
  • Swimming under the water is faster.
  • We do want to do snow, in the way that as it falls it piles up, and to show your footprints but that’s really performance heavy, so it won’t be anytime soon.
  • Texture quality will be improved over time.
  • Squad waypoints should be in the first monthly update.
  • We will be adjusting grenades.
    • They currently can be cooked though, and that will stay in game.
  • We won’t be implementing the feature that makes you limp if you’re shot in the leg / aim badly if you got shot in the arm. We really don’t want to punish you that much for getting hurt, you’re already losing HP.
  • I’m happy with loot at the moment. It needs to be tweaked and tuned, but it forced you to keep looting. This idea that you land and are geared within 2 or 3 minutes is not something we want.
  • There is currently a 10% chance of getting a rain-ey server.
  • Opening doors, getting into cars and picking up loot are all server-side operations, so they will be quicker when performance is improved.
  • We announced on our Dev log yesterday that we’re looking into ping lock.
  • Points are for cosmetic and crates, rankings are ELO rated. (more about this in my previous dev post.)
  • The red zones are also random, we only put them in there to make you say “Oh shit.”
  • I have other game modes plans, but for now just working on optimization focus
  • We have our custom games, which are gonna start out pretty basic, but as we work on the custom game platform you’ll be bale to do so much more – give your own experience to Battleroyale.
  • After early access you’ll be able to buy keys with points and then use them to open crates.
  • Microtransactions will never affect gameplay ever.
  • We may later implement a way to change your username.
  • Colorblind mode will be implemented in the next major patch (roughly three weeks from now.)
  • (Contrary to what he said on his last stream) Okay there is bullet drop, but it’s very minimal. It’s gravity based… there is bullet drop, but because most of the bullets are supersonic they do drop very little over time. Once we add air drag it will all change…
  • The way [loot] works is… you have residential buildings and military buildings. Military buildings have a higher chance to spawn military weapons, but you’ll still find shit loot. And residential buildings have a higher chance to spawn “residential” weapons or less powerful weapons but you’ll still find – every now and again – high-value stuff.

Vault Dude’s video summary of today’s impromptu interview.


Standouts from Escape from Tarkov Scav Livestream Interview

Update 10/3/17:

Update 6/27/17: EFT Closed Beta Announcement

  • Scav mode, available once per hour, provides you with a fully randomized character with random appearance and items. Provides you with the opportunity to collect all the loot you can, and if you get out alive you can transfer the loot to your main character stash.
    • Available later this month in alpha.
    • When you finish the raid successfully a Scav Transfer window will open allowing you to drag and drop the items you looted onto your main character.
  • The bigger your Omega Container the more items you can keep, even if you die before the end of the raid.
  • Scavs are less stealthy than other characters, talk loudly, “respond” to other characters.
  • As a Scav you may randomly spawn with A.I.Scavs. If you decide to kill one A.I. Scav the others in the vicinity will turn on you.
  • Scavs do not always join at the beginning of the game, they may join during the middle or towards the end of the raid.
  • Battlestate Games plans to become more storyline oriented and are working to make quests a major part future of the game.
  • Players have to first do all the raids, escape from tarkov, and learn why you were there in the first place. Later they will implement free roam so you can take advantage of the open world.
  • They are currently working on the first set of skills. Repeatable actions that allow you to upgrade your skills. They would like there to be 10-15 skills at the launch of the Scav faction.
  • Have plans to build a shoreline location w/ an abandoned hotel, and a village / swamp, all double the size of the current woods map.
  • Want to add the MPX, Russian APS (Stechkin Machine Pistol) and Lobaev Arms DVL-10* firearms.
  • Want to implement a stalker-esc arena mode, planned for the end of the summer. Features 1v1 and 2v2 matches 5-8 minutes each
    • Are considering two sub arena modes, one that allows you to bring your own weapons and risk losing them, and another that lets you play as a Scav.
  • Top tier weapon mastery will let you tactically reload while aiming down sights
  • Are aiming for closed beta to be around early summer and open beta late summer.
  • Will look at console releases following the full release of Escape from Takov on PC.
  • Are considering a Karma System. If you have low karma traders may stop trading with you, your weapons might jam up more, etc.
  • Do not want to implement pay to win features. If you run out of weapons on your main character NPC players might send you free things “We will find a way…it will be okay.”
  • Will let you customize your character appearance: both face (at the character creation) and clothes during the game.

*thank you to the anonymous commenter for the correction. 


Escape From Tarkov – GDC 2017

While at GDC 2017, we will introduce a new game mechanic/faction for the highly anticipated MMO/FPS. Previously seen only in videos, Battlestate will be showcasing gameplay based on a special faction within the game called the Scavs.

Scavs are marauders who remained in the city of Tarkov after the government lockdown in order to seize property left behind by citizens, while also fighting any forces attempting to restore law and order in the city. The Scavs will be a playable faction and will cause plenty of trouble for those playing as Operatives of the two Escape from Tarkov PMC factions (USEC and BEAR).

Soon, players will be able to enter Escape from Tarkov raids as the renegade Scavs – and upon doing so,  they will be assigned a random player name, equipment, and weapons. The Scavs can group up in packs of up to four players. If a Scav player survives the raid, they will be able to move collected loot into the stash of their main character. The opportunity to play as Scav will be limited in frequency, so it’s best to jump into the Scav role while you can!

“Playing as a Scav is like playing the game without rules, one where the players can experience quite different gameplay with a focus on reckless abandon,” commented Nikita Buyanov, COO of Battlestate Games and Project Lead, Escape From Tarkov. “The Scav player is spawned together with AI Scavs. Scav tactics change up the overall style of raid gameplay, and in most cases, complicating the lives of BEAR and USEC players, while also fighting amongst themselves.”

After GDC 2017, Scav gameplay will be added to the upcoming closed beta version.

– Scavs enter the game with a random player name, equipment, and weapons. If they survive the raid they can move the loot they acquired in the raid to their main character.
– Scavs can group up, with up to four people in a group.
– Are only available once an hour, or by paying in-game currency.
– Are in opposition of the BEAR and USEC PMC’s but can also fight within their own faction (Scavs appear as AI to other human players.)
– After GDC 2017, Scav gameplay will be added to the upcoming closed beta version.

What’s the point? You no longer have to go into a match with bare fists or risk your best gear. You can go in with a generic character and generic weapons, and anything you loot in that raid becomes yours to keep. If you end up with nothing, there’s no loss – none of your main character’s items are forfeited.



On My Radar

This week’s OMR:

  • Hive Jump
    • A game I’m more than slightly behind on is a “retro” shoot-em-up. It’s an end of the day, let off some steam, unload your stress and your ammo into some alien adversaries type game.
  • Oxygen Not Included
    • Became addicted to this one early last week. To the point that I’m following multiple YouTubers as they play through they game.
    • It’s a colony care game by the makers of Don’t Starve; people are calling it a mix between that and Rimworld (Neither games I’ve played, so I can’t confirm or deny these claims.)
  • Hollow Knight Releases February 24th
    • A dark, hand-drawn 2D platformer. RPG elements allow you to pick how you evolve as you level up and equip charms that add special attributes.  I have my fingers crossed on getting a copy of this one before release, but most signs are pointing to no. If for some chance I do, I will definitely be posting video gameplay. 

Hollow Knight is made by Team Cherry
ONI is made by Klei
Hive Jump is made by Graphite Lab