Block'Em! cover
Block'Em! screenshot
Genre: Platform, Puzzle, Indie

Block'Em!

Curve Games announced as Block’Em publisher!

Hey Blockys!

We are very excited to announce Curve Games is now the publisher of the fast-paced, block-filled multiplayer title Block’Em! This classic action-packed 2D platformer promises to push friendships to the brink.

If you want to keep up with all things Block’Em, join our Discord: https://discord.com/HtKz94xPgz

If you are a content creator and are interested in covering Block’Em!, feel free to send us a message here: https://curvegames.com/contact/im-an-influencer/

If you can’t Beat’Em, Block’Em!

https://store.steampowered.com/app/1529220/BlockEm

Summer Game Carnival & Guerrilla Collective Event

Hi everyone,

We're happy to announce that we're attending Summer Game Carnival, it's a series of events held by BiliBili from June 9th to July 9th, which will have multiple game showcases as well as demo trials.

What's more, we have also been selected for this year's Guerrilla Collective showcase.

Furthermore, we'll keep the demo on Steam for everyone to have a try, you can take a peek at the general gameplay and online multiplayer, and we're working on more content for the later release. Don't forget to wishlist it and follow us!

DEV BATTLE!

Greetings!



I am part of the team developing Block'em, and we're here to bring you a real Dev Stream treat!

For AT LEAST 30 minutes (we lead busy lives) we're going to grace you with our extreme Block'em expertise, jumping and blocking our way to victory!

Joining us today are...

  • Player 1 - Mattias: Original developer and producer who moved to help the Aurora Punks collective with other stuff. Aurora Punks Dealmaker.
  • Player 2 - Herzole: Primary coder and dev, carrying the entire project on his shoulders. Aurora Punks Hero. Deserves another raise.
  • Player 3 - Rasmus: Me. Producer who stepped in about halfway through the project. Aurora Punks Punk.
  • Player 4 - Matilda: Art, UX, UI. Aurora Punks Graphical Mastermind.


Please wishlist our little game! It means the world to us! <3

https://store.steampowered.com/app/1529220/BlockEm/

Block'Em Devlog #3 - Feedback received!

Hello! It's time for a new devlog.

For the playtest in December our solo-dev implemented a nifty feedback tool. You've probably seen something similar before if you've tried out games that are in Early Access, but this was the first time we utilized such a system.
And you guys definitely used it! We got a lot of feedback covering all aspects of the game. I won't cover any straight up bug reports (couldn't play online, controller not recognized) here, as these required some minor fixes.

Feedback Top 3!
1. Keybinds
2. Invisible Finishing Goal Block?
3. More game modes?

Keybinds
The first and most common feedback by far was the default keyboard keybinds. To any gamer who plays mainly with a keyboard and mouse, the default controls seem very unintuitive. WASD is movement, but spacebar isn't the jump key? And you're absolutely right. The keyboard keybinds are indeed horrible.
The cause of this is actually pretty straightforward: the developers aren't really PC gamers! They all come from a background of playing with controllers, and thus the initial development team used controllers to prototype and test the game. Any new members of the team acquired controllers to test the game (including me, an avid PC gamer...) and the keyboard controls were left untouched.
This is an oversight, and the default keybinds will be much improved for the final release!



Invisible Finishing Goal Block
That floating, spinning, iridescent block that every Blocky seeks to reach before the other Blockies... it was missing from several levels! A lot of you pointed this out, and it's been a frequent report internally too.
But, it's not actually missing. Those levels aren't race-to-the-finish levels, they're actually last-block-standing levels! They were left in the playtest for variety and feedback reasons, but ultimately they mostly confused players. Moving forward, the type of level will be clearly communicated during gameplay. It’s also clear there needs to be some sort of urgency mechanic (like rising lava) to make sure players don’t just build small fortresses and sit there forever.



Game modes
Another thing a lot of our feedback mentioned was excitement for upcoming game modes! This is definitely on the roadmap, and has been given higher priority thanks to the feedback we’ve received.



That’s it for today! We’ll talk more about upcoming plans and ideas for how to expand the game in an upcoming devlog, so stay tuned!

MULTIPLAYER FIXED!

Hey everyone!

We were made aware that online multiplayer was not working and have located the issue and FIXED IT!

So sorry for the inconvenience, the playtest should be running as normal now! Let us know if you encounter any other problems! <3


Patch Notes:

  • Fixed an issue with SteamIDs


/The Block'Em Team

The Playtest Will Soon Be Unblock'ed!

Hey everyone!

The time you have been waiting for is finally here!

A new Block'Em playtest - With online multiplayer!

Please keep in mind this is only a playtest, so that bugs and crashes might appear. If they do, please let us know! We have added an in-game reporting system, where you can tell us anything you think we might need to know. Help us make a better game for you guys!

The playtest is opening December 10th and closes on the 20th, so make sure to get all your playing done in time!

Hope you all enjoy this playtest, and let us know what you think! We really value your opinions! <3

/ The Block'Em team