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Posted: 2014-04-09
Posted by:
Armin Ibrisagic

Like we've mentioned before, a lot of our fans have been asking for DLCs for Goat Simulator. However, we figured we'd do a completely free content update and just patch it in instead! Patch 1.1 is coming some time in the middle of May. Here's a rundown of some of the content:

  • New playable map - including some pretty crazy stuff like a ferris wheel you'll be able to overcharge with car batteries. We'll keep you updated with some screenshots at our Facebook page
  • Local splitscreen multiplayer - You'll be able to play 2-4 players at the same time! The reason we can't add online multiplayer is because of physics synchronization issues across several computers, but we can do splitscreen multiplayer on a single computer. It's gonna be really exciting to see what kind of crazy multiplayer maps modders will make in Steam Workshop!

(here's a picture of our work in progress. Score is still bugged)

  • New achievements - because why not
  • More optimization - so more goats can play Goat Simulator
  • New playable goats - not gonna spoil anything but it's gonna be pretty awesome

What more would you guys like to see in the future?

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Posted: 2014-02-13
Posted by:
Armin Ibrisagic

Goat Simulator started out as a small project to help us relax after Sanctum 2 and to train some of our new programmers in the Unreal Engine.

A couple of weeks later we crashed the goat into some props, and suddenly 2.3 million views!

People were proclaiming Goat Simulator as GOTY 2014 and bombarding us with requests to finish the game and release it. Since there obviously was a demand, we naturally wanted people to play the game. With demand for Goat Simulator rising, we started looking at what more we could add to the game, as people’s expectations were high already. In short, Goat Simulator was inspired from skating games made 10-15 years ago. The idea is that, instead of being a skater, you're a goat, and instead of doing tricks, you wreck stuff. You get points for breaking a window with your head, but if you manage to break it by headbutting a bucket into the window while doing a backflip, you'll get even more points!

As we have the core gameplay nailed down already, we will put some extra time on making the stuff around Goat Simulator work well, such Steam Leaderboards for example. We want tons of different leaderboards where people can compete and show off their gotyness in categories such as total air time, biggest combo, and total goat collision force. We also figured Steam Workshop would be an incredibly awesome tool for Goat Simulator to let people mod in their own levels, both serious levels and crazy ones (some Happy Wheels levels are hilarious!) and since the game is so small, implementing Steam Workshop would take a small fraction of the time it would take to implement it in, say, any of the Sanctum games.

Since I’ve used this blogpost to tell you what Goat Simulator will be all about, I’d also like to add what it won’t be about. We won’t be expanding the game for years and bloating it, we want to keep it small, weird and stupid - that’s why we’re releasing it as early as this spring 2014. Goat Simulator won’t be an enormous open-world adventure like GTA with goats, but if it can make you laugh for an hour then I feel we’ve succeeded.

Thanks for all the support!

@Arminposts

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Posted: 2014-01-31
Posted by:
Armin Ibrisagic

How we make up new stuff

So Sanctum 2 has been released, the Season Pass has been completed, we’re all happy in our little Swedish city far up in the north. But what now?

We don’t want to be like Call of Modern Battleghosts and release a new game every year, so Sanctum 3 will have to wait. So what game should we make next? (Haha no but seriously, the people at Call of Modern Battleghosts are amazing and talented developers, props to them!)

Since we’re a complete self-financed studio, we don’t have a publisher that dictates what project we should work on. Total freedom.

Yep.

We can work on whatever we want.

…so what should we work on?

 

Here’s what’s been happening at Coffee Stain Studios:

For the last few months, every Friday has been Creative Friday. That means every employee gets to work on their own game idea one day a week. We had a list of about 50 different game ideas, each more impressive and awesome than the other. Lord Protector Gaben would be proud, even Molyneux would approve! We want to make sure that everyone at the company has the chance to get their voice heard, after all, we’ll be working on our new game(s?) for years to come.

We recently had a meeting where we got together and discussed and voted for which 5-6 game ideas we should take to the next phase. Now we’re in the process of refining those ideas, working on the art style and defining the core gameplay. In a couple of weeks, we’re going to have another meeting where we’ll present our ideas and the remaining 2-3 games will go on to the prototyping phase. Once the prototypes are done, we’ll vote again and choose the game that’s the most fun and has the highest potential, and start developing it!

Right now we’re refining some really really interesting and awesome game ideas, but I don’t want to post them here yet until we’re sure of what games we’re going to develop. However, we have decided that we want to keep our development process even more open than it’s been so far – we want our fans to be able to see what we’re doing and give us feedback on it as early as possible in the development process. That also means that we’ll start updating this blog much more frequently, and that you’ll get to know us as a studio much better over the coming couple of months.

The fact that we’re prototyping new game ideas doesn’t mean that we’ll stop updating Sanctum 2 though, - there’s a demand for it then we'll put in new stuff there as well!

All in all things are very exciting right now at Coffee Stain Studios, and I really hope you’ll stay updated with us in coming blogposts!

 
Categories:
Posted: 2014-01-22
Posted by:
Armin Ibrisagic

I’ve promised many interesting pieces of news in 2014 from Coffee Stain, and this is one of them!

Coffee Stain Studios has partnered up with Gone North Games, the team behind A Story About My Uncle, to finish and release the game on Steam in 2014!

A Story About My Uncle is a non-violent, story-focused First-Person platform adventure game built in the Unreal Engine, (which we’ve had years of experience in with Sanctum and Sanctum 2). It is a story about a boy who searches for his lost uncle and ends up in a world he couldn’t imagine existed.

A demo of A Story About My Uncle was developed by a group of University students that came to us this summer and asked us to help finish and publish their game. Initially we were pretty sceptical to being a publisher, as we prefer making games from scratch ourselves instead, but once we tried out A Story About My Uncle, we were hooked!

I’ll have to start by talking a bit about the movement in A Story About My Uncle - it feels amazing and is very different from other games. The movement is kind of core-gameplay in A Story About My Uncle, it focuses heavily on a grappling hook-mechanic that gives the player a wonderful sense of speed and freedom. Have you ever used the Ninja Rope in Worms? Imagine that, but in a first-person perspective, in a setting with a completely unique art style and a mystery story unraveling slowly before you.

The game is first and foremost developed by Gone North Games, but we will help them finish the game, polish it, and publish it on Steam some time this year. That of course, leaves the mysterious question unanswered: What game is the main part of Coffee Stain Studios working on?

Well, I'll tell you that later ;)

 

Categories:
Posted: 2014-01-20
Posted by:
Armin Ibrisagic

With Super Sanctum TD released on the App Store, and the final DLC in the Season Pass for Sanctum 2 out on Steam, what might Coffee Stain be doing?

We have many plans for awesome games that we want to release, but I won't talk about those right now, because right now we're doing a 1 month gaming jam session to get our creative juices flowing, to relax a little bit from all the crunching, and for the lols. 

Anyways, we want to show off some of the stuff we've made during this game jam. This is Goat Simulator, a game where you will try to do as much damage as you possibly can as a goat. The elevator-pitch for Goat Simulator is "Imagine a skating game, except instead of being a skater, you're a goat, and instead of doing tricks, you wreck stuff." Here's some Goat Simulator footage!

 

Goat any questions? Post them below!

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Posted: 2014-01-10
Posted by:
Armin Ibrisagic

Yes!

After we released Super Sanctum TD on Steam, a lot of people said they wanted to play it on their iPad, so we decided to port it.

It’s coming out real soon too!

A small part of our team has been working on the mobile port for a couple of months now, but we didn’t want to tell you anything before we were completely sure that the mobile port was running smoothly - in case everything would go wrong and we would have to scrap the project completely I didn’t want dissapointed fans to pipe-bomb my apartment. However, luckily that is not the case, and Super Sanctum TD will be released more polished than ever on the App Store on the 16th of January!

The App Store has a ton of games for more casual players, so we think Super Sanctum TD will be a great premium experience for the more hardcore crowd. Hell, you might even want to buy an extra iPad just so you can wear it around your neck with the starting screen of Super Sanctum TD up all the time.

However, like I mentioned before, Super Sanctum TD has been ported by only a small part of our team. We're still PC developers, and will always be. So what’s the rest of our team doing? Well, I’ll tell you that in our next blog update! :D

 
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Posted: 2013-12-12
Posted by:
Armin Ibrisagic

Development Update #23 - DLC4, The Last Stand!

It's happening!

The fourth and final DLC for the Sanctum 2 Season Pass is out, this is The Last Stand!

Lume activity has increased exponentially and you and your fellow Core Guardians find yourselves more outnumbered than ever. People at Elysion One are panicking, and you and your squad are the final vanguard of humanity.

One of the meanest enemies you'll see is the Spore Keeper, who can jump up in the air to launch a homing projectile at you. Luckily, you have access to two new weapons, one of them being the Plasma Rifle, that shoots plasma orbs with its secondary fire, which you can then detonate by shooting them with your primary fire mode!

Of course you'll get two new towers as well, one of them being Orbital Strike Relay tower that calls down a sattelite lazor strike from the sky!

BZZZZZ-BAM!

There will also of course be four new maps, one of them being a remake of the classic old Arc map. Also, to help you face the new enemies in The Last Stand, the Bright Foundation has placed the most powerful weapon you've seen so far on three of the four new maps - The Rolfinator Defensive Turret, a turret that you can actually jump inside yourself and control to obliterate the enemies from afar.

Also, you'll get 8 new unlockable perks this time, one of them being the Roboticist Perk, which spawns a red SiMo unit that will fight for you and obey your commands!

The Last Stand will be added to you on Steam automagically if you own the Season Pass, which you can get over here: http://store.steampowered.com/app/237190/

Enjoy!
 

Armin Ibrisagic
Game Designer & PR Manager
Coffee Stain Studios
@Arminposts

Posted: 2013-12-06
Posted by:
Armin Ibrisagic

Sup!

Yesterday we finally got approval from Microsoft to release an expansion pack for XBLA! That means that we'll bundle up the first two DLCs into one big DLC package for everyone on XBLA. Thing is, it takes us maybe a month to port the DLC, but getting the approval from Microsoft takes like three months, so that's why we haven't been able to go out with any new information until now when we've finally heard back from them.

We have an internal deadline that's the 17th of January for the DLC port to be done, however, please keep in mind that does not mean that the DLC will be up on XBLA then. 17th January is when we'll send all the content to Microsoft, it then takes a completely unknown amount of time before the DLC is actually out on XBLA. Best case scenario is that it shows up a week or so after, but a worse case scenario (that's still quite likely!) is that the game happens to crash at any time when they gametest it and that we have to patch it up and resubmit it again. Steam usually doesn't care if your game crashes, but on XBLA, if your game crashes even a single time during Microsofts internal testing, they send it back and you have to patch it. Usually most game companies don't go out with internal submit-dates to their players to avoid an angry backlash if something happens to go wrong, but we want to be as open and transparent with you guys as possible. This is just how it works in the game industry.

So, to summarize, we're sending in the DLCs to Microsoft on 17th of January, best case scenario is that it gets released a week or so later, but if we get asked to re-submit it, it could take a couple of weeks more, even months if we're terribly unlucky.

 

On a completely different note, I also want to give some news to our PC gamers! Something is coming, and it's not just winter. I'll give you this picture for now, but you'll know far more next week!

Posted: 2013-10-22
Posted by:
Armin Ibrisagic

Development Update #21: DLC3 - The Pursuit!

Wondering why it's been so quiet here at Coffee Stain? That's because the third DLC for Sanctum 2 called The Pursuit, will be launching on October 25th on Steam!

I know what you're thinking - OH GOD I CANT CONTAIN MYSELF - but just read on a bit more before you throw yourself in a cold lake to cool down - cause we have some pretty awesome stuff lined up:

- Remember that Titan you shot before? Now he's wounded and running, and you'll be pursuing him through the outskirts of Elysion One through four new playable maps.

Also, you'll naturally be getting two new unlockable weapons. The Drone Launcher is by far my favorite weapon so far, it looks like a god damn portable aircraft carrier. It fires small homing drones that shoot lazors at your enemies, and they'll be all like NO NOT THE BEES

Of course, you'll need the additional new stuff, because we've got two new enemies coming as well, one of them is the Heavy Pup, and one of them is the Bliskeblaske. Bliskeblaske is equally hard to explain as its name is stupid, so here's a screenshot of it instead:

Damn that weapon is awesome.

Of course, you'll be getting two new towers as well, one of them being a Mind Control Spire, which mind controls enemies, letting them fight for you instead!

You'll also be getting seven new perks as well. The one I like the most is the Reinforcements perk - it has a chance to spawn Explorers with shields every time you kill an enemy. Pretty crazy stuff. 

Thanks for reading!

Best,
Armin Ibrisagic
Game Designer & PR Manager,
Coffee Stain Studios,
@Arminposts

 

Posted: 2013-09-06
Posted by:
Armin Ibrisagic

Development update #20 – PS3 release and DLC2!

The second DLC for Sanctum 2, Ruins of Brightholme, is now out on Steam!

Ruins of Brightholme will add the following things:

- Four new maps!
 
 
- Rank Cap increased by 5!
 
- Two new weapons, the visceral melee Circle Saw that will rip apart your enemies, and the Nail Gun that can either fire large nails, or set up nail traps!
 
 
- Two new towers, the random Makeshift Tower that sometimes crits and sometimes turns itself off, and the Rupture trap dispenser that lets you set up bear traps that bleed your enemies out!
 
- Two new enemies, the Jumper and the Infected Explorer, a hybrid between a human and a walker!
 
 
- SEVEN new perks, including the THOR MODULE that causes a tower to emit a shockwave whenever it kills an enemy!
 

Like I’ve mentioned earlier, we don’t want our DLCs in Sanctum 2 to work like they did in Sanctum 1, where you could buy single towers for $1. Our goal with DLCs in Sanctum 2 is for them to be more like big expansions that add lots of replayability to the game for our biggest fans.

Finally, I want to talk a bit about consoles as well! A couple of days ago we proudly announced the release date for Sanctum 2 on Playstation Network. We can’t wait until our PS3 community finally gets their hands on Sanctum 2!

The PS3 version will include the very popular patch that increases the tower cap and automatically distributes resources to all players both in singleplayer and multiplayer. We’re currently working on patching the XBLA version up as well.

After the PS3 version has been released we will start porting the first two DLCs to XBLA. I don't have a release date yet, but as soon as we do we’ll let you know!

That’s all for now, have fun and play a lot of Sanctum 2 <3

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