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Monthly Archives : April 2015

GLTCH Devblog: Week 12

Nico has been absent this week, choosing to meet his day with destiny instead. This means GLTCH’s art has hit a standstill, but there’s been plenty of activity in programming land to make up the difference. GLTCH’s interactive tutorial has been scripted and can be played from start to end. It functions much better than…

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GLTCH Devblog: Week 11

We haven’t tested a recent build of GLTCH on the lowers of low devices we’re using to benchmark performance for a couple of weeks. So it was a nice surprise that, only several hours before this month’s Beer and Pixels event, when we uploaded the most recent version of GLTCH across our 5 Android phones…

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GLTCH Devblog: Week 10

vOS is dead. Well, our original concept for vOS is dead. The wonderful floating head of the game’s focal operating system has not survived past the first round of iterative design, and its in-game representation has been removed, as we’ve chosen instead to portray vOS’ character through an in-game console log instead. Not only does…

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GLTCH Devblog: Week 9

We’ve come across a new and completely unsolicited glitch – a real, authentic one, and we have no idea how it got there. For some reason, on mobile devices only, the camera is rendering the scene upside down and distorted in the bottom quadrant of the screen. The effect looks completely awesome and we hope…

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