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Development

It’s The Final Devblog: Week 26

GLTCH is live! It’s actually live. This labour of love has taken exactly half a year to hit the Play Store (yes, we started the devblog in our first week) and the refresh button could not have been pressed more times as we waited for the final submission to go live. It’s free, so download it…

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GLTCH Devblog: Week 25

Nico is not a man to back down from a challenge. Each of GLTCH’s 32 iteration levels were designed and implemented within a week, with some time to spare. It’s been good to see the content we shut out over a month ago make a return. We were prepared for a sneaky stash of bugs…

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GLTCH Devblog: Week 24

We’re now less than a fortnight away from GLTCH’s Play Store debut, so it would only make sense to overthrow how fragment and enemy spawning works, right? Why not? You can tell the crunch time pressure is being applied when you have to seriously weigh up the benefits of changing something major, and although we…

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GLTCH Devblog: Week 23

*cue drum roll* TRAILER! It’s been more than a long time coming (seriously, don’t go back and look at the last piece of video content that we published for GLTCH), but our launch trailer has been recorded, beat matched, edited and released to the public. And you know what a launch trailer means? Release dates! Look…

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GLTCH Devblog: Week 22

*heavily laboured breathing* The PAX Australian Indie Showcase deadline is tomorrow! We’ve been crunching the hardest we’ve ever crunched to get this build presentable for the Elder Council of judges, but in the process of doing so had an alarming realization. When deciding on what was most important to work on, we focused on improvements that made…

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GLTCH Devblog: Week 21

Hard deadlines, yay! In all seriousness though, yay. We need those milestones to work towards, to make us sweat and think better on our feet than we ever could with hours of pen and paper. We need a functional and fun build for the PAX Australian Indie Showcase deadline on the 6th, and a working build…

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GLTCH Devblog: Week 20

So many bugs have been fixed. Our massive list of “Gameplay Refinement” and “Art Refinement” bugs has grown from 60 to 150, and we’ve already checked most of those off. Stability improvements across the board has enabled us to comfortably upload our most recent build to the Google Play beta development channel. Yup, we’re in…

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GLTCH Devblog: Week 19

This past week has disappeared underneath us, as glitch events demanded a blood sacrifice or equivalent exchange. These juicy pieces of content that we briefly mentioned last week will be scattered throughout GLTCH’s ‘campaign’ is it were, and each offers and entertaining parody or tip-of-the-hat to some of our favourite games. We’ve got power rings…

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GLTCH Devblog: Week 18

So the total number of glitches in GLTCH went from 9 to 32 within a couple of days. Yup. Getting to a high corruption is now a dangerous exercise, with one of these 32 glitches appearing every couple of seconds to impede your progress. Popups! Red rings of death! Frame rate failures! All of your…

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GLTCH Devblog: Week 17

This month we scored two rounds of playtesting for the price of free! We were invited along to the AIE Incubator playtesting session, where those in the incubator program were eagerly seeking both praise and criticism for their works-in-progress. It was exciting to see (and break) what some of our contemporaries are working on (looking…

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