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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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GLTCH Devblog: Week 16

We’re paving the way for one of the last big features of GLTCH through the redesign of the game over screen sequence. With a redesigned sector progress bar, there are now some titillating placeholder elements where all the new unlockable glitch content will soon be going! The inclusion of homing experience particles that explode out…

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GLTCH Devblog: Week 15

Another Beer and Pixels, yet another round of fantastic feedback. This month’s event might be the last before GLTCH reaches its public release, so an extra special thanks goes out to all the players who shaped our to-do list of tweaks and gameplay improvements. For the third month in a row, we’ve begun to notice…

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GLTCH Devblog: Week 14

We’ve collected our notes and rough pencil sketches into a giant list of over 30 new glitches and events to be unlocked over your GLTCH career. With our new strategy being built around progressing through the sectors (read: levelling up), we needed to boost the amount of cool things you can unlock every level. Thus…

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