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by Obuw

Wings Clipped

June 13, 2014 in News by Obuw

Thank you to everyone who supported our Kickstarter. Unfortunately, it doesn’t look like we will make it.

We would still like to release Diablowing at some point, as we have already devoted a lot of our personal resources to the project, but we can’t afford to continue at this pace without the funds from kickstarter. So now we need to take a step back, and get some financial security first. As such, we are putting Diablowing on hold for a few months.

Work on the game, including blog updates, will stop as we concentrate on other projects. We believe we will be able turn our attention to Diablowing again in November / December.

We may turn to crowdfunding again, this time as more of a “crowd-preordering” campaign, once the game is further developed, placeholder graphics are replaced with proper ones, and a playable demo is made available.

See you in a few months.

by Obuw


May 8, 2014 in News by Obuw

Diablowing is now on Kickstarter!

Qxr and I have been working day and night the past few weeks on creating a kickstarter campaign for Diablowing. With the help of our new team member, Doug, we finished preparations a few days ago, and it will be going public this Sunday, on 11-May-2014.

We will update this post with a link once we go public.


Update: Our kickstarter project is now active! Everyone who pledges £15 or more will be able to play the alpha version of Diablowing once the kickstarter ends, so check it out, and pledge now for early access!

by Obuw

Teaser Video

April 24, 2014 in News by Obuw

While I am continuing to work on the graphics, Qxr has been busy creating a teaser video for the game. Check it out!

He has also set up a forum to help people talk about the game. Please feel free to stop by and register to help us get some discussions going. :-)

by Obuw

New Artwork

April 8, 2014 in Featured, News by Obuw

We have been working on updating more of the artwork, and I wanted to share some of the new art we will be putting in the game soon.

Here is some of the new graphics you can expect to see in the game soon:


Each enemy will have several variations depending on the chapter, and its resistances, damage type, etc.


And here is some artwork for some… other thing… I’ll leave it up to you to figure out what it could be. :-)


Obuw out.

by Obuw

New Weapons!

March 24, 2014 in Featured, News by Obuw

The new weapons are in!

Burn baby burn!

Burn baby burn!

Eat Plasma!

Eat Plasma!








Here is a list of weapons that are now in the game:

Primary Weapons:
Blasters – The basic kinetic gun. Good all-rounder.
Grapeshot – Who says putting shotguns on a plane isn’t practical!
Plasma – This gun fires blobs of plasma that do splash damage.
Laserbeam – A continual beam laser that cuts through enemies like butter!
Magma – A rapid firing incendiary weapon with heavy splash damage.
Flamethrower – For suicidal pilots who like to make things BURN!

Machinegun – Basic sidearm that shoots to the sides at a fixed angle.
Autoturrets – These turrets track and shoot down targets at your flanks.
Missiles – Heatseeking missiles. They come in regular, thermal, energy and hi-explosive varieties.

Heavy Weapons:
Artillery Cannon – Fires an artillery shell that explodes on impact.
Gatling Gun – Fires a storm of bullets but has to cool down after each burst.
Lascannon – A powerful laser cannon that can penetrate targets.
Missile Barrage – Shoots several explosive rockets to clear a path.
Plasma Spear – Charge up and release a wave of plasma that melts targets along its way.
Shockwave – A radial electrical burst that does tremendous damage at close range.

Our internal playtesting squad is having a lot of fun right now. :-)

Obuw out.


Update: Qxr made some showcase videos to show them in action, check them out!

by Obuw

Interface Makeover

March 8, 2014 in Featured, News by Obuw

Hello everyone,

We have been concentrating on the artwork the past few weeks. We have recently updated the mobile interface artwork, check it out!









ui4 ss1 ss2






We have also updated the axeforge logo, and created a logo for diablowing.


I was so pleased with the result, I couldn’t resist ordering a t-shirt of it straight away. :-)

Anyway, I am now working on adding some new weapons to the game, while Qxr is working on the wave system. The next update will showcase the weapons, so stay tuned!

Obuw out.

by Obuw


February 24, 2014 in Featured, News by Obuw

As promised, we will be talking about equipment this time.


The basic starter ship has 8 equipment slots: Primary Weapon, Sidearm, Heavy Weapon, Module, Hull, Wingplates, Engine and Plating.

The Hull determines your ship’s health while the Wingplates determine your top speed. the Engines add stability and speed, while the Plating is the primary source of armor. There are many kinds of equipment for each slot. For instance, you can pick between Light Plating for better stability, Resistance Plating for extra elemental resistances, or Heavy Plating for high armor.

Primary weapons include the blaster, laserbeam, magma, grapeshot and flamethrower. Sidearms include machineguns, missiles and autoturrets, while the Heavy weapons include the lascannon, gatling gun, energy orb and shockwave.

Modules give your ship unique abilities. For instance, the salvage module allows you to use scraps from dead enemies to repair your ship, while the shield module gives you a regenerating shield.

As we mentioned last time around, many of these item designs benefit from different stats. For instance, the salvage module gets an indirect boost from your gunnery as the more enemies you kill, the more scrap you collect.

Another example; the lascannon is a beam weapon that does serious damage over a short burst of time. Normally it’s used to take down large single targets like flagships, but if you focus on agility and speed, it can also become highly effective against swarms of enemies as well, as you can cover more ground in a sweeping motion in the short burst of time it is active.

Similarly, the energy orb is a slow moving projectile that is difficult to hit with. Investing in Gunnery can cover its weakness by increasing bullet velocity.

A shield module gets more effective as your armor and resistances increase. To utilize a flamethrower you need to get up close and personal to the enemy, which requires high health and armor. The list could go on.

So all in all, we want to encourage experimental builds, and we want people to get creative. Niche builds are already popping up between me and Qxr as we test each internal build, so I think we are on the right track. We expect things to get really interesting once unique items are in. We want to give the players all the tools they need to make crazy combinations.

That’s all for this week. Please feel free to chip in, and let us know what you think about the direction we are taking. :-)

Obuw out.

by Obuw


February 8, 2014 in News by Obuw

Let’s start talking about the ARPG side of things: Attributes.

That's a lot of stats!

That’s a lot of stats!

Please keep in mind all this is placeholder art – the game won’t look like this when it comes out. :-)

So, first we have the four “Primary Stats”; Flight, Gunnery, Tech and Toughness.

Flight increases Stability, Agility and Speed.
Gunnery increases Armor Penetration, rate of fire and bullet velocity.
Tech improves module and rig effectiveness.
Toughness increases armor, health and resistances.

Each time you level up, you get 5 points to spend in primary attributes. You can also get bonus stats from items;


Not bad!








Each primary stat increases several “Secondary Stats”. But what do all these secondary stats do?

Stability improves your ship’s balance. Your ship’s weight and top speed reduce its balance. If you invest in lots of heavy weaponry and jet engines, but not enough momentum to support it, you’ll end up with a ship that is very difficult to control.

Your Armor Penetration is pitted against the enemy’s Armor value to see how much of your kinetic (physical) damage gets through. It is important to keep this near 100% at all times unless you are focusing on elemental weapons.

Likewise, your Armor is pitted against the enemy’s Armor Penetration value to see how much of their kinetic damage gets through. This caps out at 70%, but it takes a lot of effort to raise it above 50%.

Elemental weapons (Thermal, Plasma, Energy) ignore armor, but they are pitted against corresponding resistances instead. These resists cap out at 75% for players, and enemies can even be outright immune to certain elements. Unlike kinetic damage, there is no way to circumvent this resistance, so ships specializing in elemental weapons need to be versatile and use the correct elements for the situation.

This is all good on paper, but we don’t want these to just be a set of numbers that get bigger as you play without having any real impact on gameplay. We want to make stats open up interesting options. At the end of the day, it really comes down to weapon design and how each stat interacts with each weapon and module.

So we will be talking about the different equipment and examples of indirect benefits they receive from these stats in the next update. :-)

Obuw out.

by Obuw

Desktop versus Mobile

January 24, 2014 in News by Obuw

Hey all,

In this post I wanted to get into the differences between the desktop (PC/Mac) and mobile (Android/iOS) versions of the game.

Our aim is to make the game experience as smooth as possible on both environments. We will not compromise quality, or dumb down gameplay. However, they will have separate interfaces and control methods. Enemy concentrations / wave patterns will also be adjusted to account for resolution differences.

The PC version will have an RPG-like interface, showing stats, inventory, equipment slots and so on. Items will be equipped with typical drag-dropping or right clicking. The ship will be controlled with the keyboard by default, and there will be gamepad support. Not much to say here as it’s pretty standard.

Here’s a screenie from the PC interface from a very early build:

Notice how there used to be multiple slots for front and side weapons.

Notice how there used to be multiple weapon slots.

As for the mobile version, we want to ensure the interface is intuitive, and the controls are responsive.  The mobile game will have a compact, more touch / swipe friendly interface, where you will navigate the item lists by dragging the list up and down, selling items by swiping them right, mark items as favourites by doing a long press and so on.

The ship itself will be controlled by dragging your finger across the screen. You will be able to set an offset so the ship appears above your finger, making it easier to see it and dodge bullets. No unwieldy / frustrating joystick controls.

Weapon icons will be placed on one of the sides (depending on whether you are left-handed or right-handed), allowing you to click them with your other hand to fire. The autofire weapons will just toggle on with one click. Things with cooldowns such as heavy weapons or modules will need to be clicked each time. The buttons will be large enough to be clickable, but they will become transparent when active to allow you to see behind them.

I’ll leave you with some screens from the mobile version’s UI, composed entirely of ugly placeholders. :P

Main Menu and Options.

Main Menu and Options.

Create Character

Create Character

Equipment Screen

Equipment Screen

Item Selection - Compact View

Item Selection
Compact View







Obuw out.

by Obuw

Project: Diablowing

January 8, 2014 in News by Obuw

It’s been a while since the last update, and we wanted to share more details about what kind of game Diablowing will be.

What exactly can you expect from Diablowing? In essence, it’s a shoot-em up with RPG elements. But that’s just scratching the surface.

On the RPG side, it features a complex itemization system, and primary and secondary stats. It’s not just numbers either. Focusing on one stat over another can drastically change gameplay. Finding a unique item can change how you handle a bossfight. I will have to go into more depth about stats and how they affect gameplay in a separate post.

Furthermore, we believe that the key to any good ARPG is randomly generated content. This is why we are focusing on randomly generated wave patterns. I had already built a random wave generation system back in 2006, and Qxr is now working on random formation generation and new enemy patterns traveling along randomly generated paths. We want to make sure that there will be new surprises waiting for you every time you play through a level.

On the Shmup side, we aim to include as many different weapons as possible. I want to literally play through every shmup ever made for inspiration, and add as much weapon variety to the game as I can. This is where you can chip in; if you have any weapon suggestions, please feel free to leave a comment about it! Don’t worry, we already have plenty of ideas. But the more the merrier.

It goes without saying that there will also be awesome boss fights. You can expect a mix of RPG and Shmup elements here. :-)

Well, that’s all I can say for now. I’ll leave you with a few screenshots from the current prototype of the game. Please keep in mind all graphics are placeholders.

Pew Pew!

Pew Pew!

Lascannon, HO!

Lascannon, HO!

Airborne Artillery

Airborne Artillery








Obuw out.