Unbound shrink mechanic

Hello guys,

First of all, sorry for not being active on our website we should on our own website. As you may know, having a full time job and working on a game is a total nightmare. We can’t dedicate all the time to the game but we have to move a little bit faster, because we want to play test some mechanics from Unbound at Comic Con 2017 in May…and of course we are a little bit behind our schedule.

I just wanted to show you, in case you didn’t watch the Facebook posts ( I post there more often) more concept art. Here are two beautiful concept art images from Level 1 and Level 2 and also the sphere concept which ties the realities.

Forest sphere

desert underground sphere


Now, on the mechanics:

This is a bit old. With the old art. But have to post it here again, this mechanic will affect the monster as he collides with the sphere. The monster is moved in the second reality as a baby monster 🙂

For the art we teamed up with: Square Heads Game

If you have any suggestions please tell and I promise I will keep updating the website more.

You can follow us on social media here:

Facebook |Twitter

Unbound Team out!


Working on a new puzzle game with a sphere

After planning a little more with Torch we realized that we don’t have all the resources we need especially time and money. So we decided to put the project on hold for the moment, until we grow a bit more as a Studio.

Meanwhile we came up with a puzzle game idea which we believe that we have everything we need in order to finish it :D.

The game uses Unreal Engine 4 and all the art for this video is from Kenney and the models (character and monster) are bought.

The main idea is around this magical sphere which the character can cast it wherever he wants. The sphere is a link between two worlds and have different properties based on the environment. In this example The Sphere can carry an enemy with it. So next time when I recast the spell, the enemy is still on the sphere. Other game mechanics based on this concepts are in development.

We don’t have a name for it at the moment, but we will come with something great.


We will try to update this every week, so be sure you follow our studio.

Sphere art copyright





What is an indie game developer?

Yesterday, my friend George asked me: “What do I have to know to become an indie game developer? To make a game from scratch?” I was on a run and my short answer was: “Everything“.


That “Everything” is overwhelming. My answer made me think and I suppose, that George consider me a smug. But, that evening I sat down and I meditated on those questions. Next day I met George and told him:


“Well, George, I made a mistake yesterday, when you asked me about indie game developer. But you know, creating a game is a complex process which takes some time. It’s not everything, as I said, but you have to learn a lot from many fields and of course you can’t do nothing without patience”.



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With and without marketing: The consequences


I’ve seen lots of people complaining that they only have a few downloads for their games. I’ve also seen very good games with huge potential and they have 500 downloads or even less. What can we do to boost our downloads and make awareness for our games?


Today I would like to compare two games released by our studio, just from a marketing point of view: Cellogy and Polandball: Can into Space!.


Our first game is Cellogy a free game, which was released on May 2015 just on Android and it has only 217 downloads.


marketing vs non marketing


The second one is called Polandball: Can into Space! and it was released:

  • Android, 6th January 2016, 11k downloads (Free version with ads + Paid version)
  • iOS, 12th February 2016, 3.5k downloads (3$ + with some free campaigns)
  • Steam, 16th June 2016, 2k downloads (3$)
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