Drop us a line...


If you'd prefer, you can email us directly:

hello@chaostheorygames.com

Or give us a call:

(+61) 433 351 425

Posts Tagged : gamedev

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…

read more
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…

read more
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…

read more
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…

read more
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…

read more
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…

read more
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…

read more
GLTCH Devblog: Week 13

After several design discussions over the abstract concept of actually earning a living from GLTCH, we’ve shifted our monetization strategy from a freemium model (splitting the game into free and paid content, releasing both simultaneously on the Play Store) to an opt-in incentivized advertising model, similar to that of Crossy Road fame. With almost a…

read more
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…

read more
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…

read more