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Posts Tagged : beta

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 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 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 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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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 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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GLTCH Devblog: Week 8

Why is Graphics.PresentAndSync taking so long? Woah that’s a lot of hotspots in overdraw view. Are you sure you need 80 particles a second in this effect? Optimize! Reduce! Make it faster! We’ve been performing bucket loads of optimization this week while working with the profiler. If the difference between Unity Pro and Free was…

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