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.