Deleveled cover
Deleveled screenshot
PC PS4 XONE Switch Steam
Genre: Platform, Puzzle, Strategy, Indie

Deleveled

Sail Forth is out now!

We're so excited to announce that Sail Forth is OUT NOW on Steam!

Master semi-realistic sailing physics to chart unknown waters in a heartfelt journey to save the world! Put the wind to your back and cast out into a vast ocean spanning dozens of eccentric regions. Discover countless isles bursting with their own flora, fauna, friendly folk, and fearsome foes. Playfully pursue a pod of curious dolphins, admire the beauty of the sun sinking into an icy horizon, or run down a clutch of cowardly criminals only to accept their apologies to the tune of wild cannonry. Will you answer the call of High Adventure?

Get it for 10% off now through December 28!



https://store.steampowered.com/app/1031460/Sail_Forth/

Freshly Frosted is out now!

Hi everyone,

We're SO excited to announce that our cute donut puzzle game Freshly Frosted is out now!! We've put so much love into this game and we hope you enjoy your time playing it.



If you have the time, we'd love it if you review Freshly Frosted on Steam! We're a small team and every review helps us.

https://store.steampowered.com/app/1070790/Freshly_Frosted

<3

Get Deleveled for 20% off in the Mind Bending Physics Puzzlers bundle!

Are you ready to bend your brain? This collection of puzzlers that play with physics will have you wishing you paid more attention in your science classes. Mess with momentum, grapple with gravity, and imagine the impossible with these great games, all for 20% off!

https://store.steampowered.com/bundle/22248/Mind_Bending_Physics_Puzzlers/

Gun Rocket is a 2D physics puzzler that is not for the feint of heart or the stiff of fingers. In search of adventure, you have been caught by holes in space and time. Can you escape?

Crayon Physics Deluxe is a 2D physics puzzle / sandbox game, in which you get to experience what it would be like if your drawings would be magically transformed into real physical objects. Solve puzzles with your artistic vision and creative use of physics.

The Bridge is a logic puzzle game that forces you to reevaluate your preconceptions of physics and perspective. It is Isaac Newton meets M. C. Escher. Manipulate gravity to redefine the ceiling as the floor while venturing through impossible architectures.

Deleveled is a unique jumping game that features no jump button! Preserve your potential energy and fall to new heights as you solve these clever puzzles and maneuver your way to victory.

KUR IS OUT NOW!

KUR is available right now for everyone to play.

Thanks to everyone who has followed all our development updates, showcase appearances, streams, and demo events - KUR is out now and ready for all of you to play. We've got a long list of things we'd love for you all to experience across all 23 levels, a huge arsenal of weapons, and the hordes of robotic flesh-wearing enemies.



We've released KUR as an Early Access title in order to give Really Ragdoll more time to polish the game and work with the community to implement changes. The game is content complete with over 20 levels, and we're looking forward to making the game the best it can be along with all of your help.

This comedic take on the classic ‘90s shooter lets you put the boot to your enemies - literally - you can slide and kick your way out of most situations, and if that doesn't get your totally real human blood pumping there's always the shrink ray that lets you shrink enemies and punt them into gloriously gibby explosions of limbs and microchips. Fight drones, spider robots made out of the skulls of their victims, mutated giants with nuclear waste barrel hammers, and even more! We’re pretty sure you fight a sentient meatball that is also a train conductor at one point. Each level is filled with pure WTF moments and excellent classic fps gameplay all to the beat of a pulse-pounding electronic rock soundtrack. Embrace the early ‘90s and not-quite-old-school gaming tropes all while upgrading yourself to be the best, most badass, space mercenary you can be.

Now, buy the s***ting game already!

https://store.steampowered.com/app/1243520/KUR/

A Day In The Life Of A Game Programmer

Interested in seeing what developing a game is like? Don't know where to start for making a game? Questions about programming in general? Or maybe you're just bored at work and need someone to talk to. No matter the reason, come join Kyle as he spends part of his work day showing you what it's like working on Deleveled.

Plus, there will be an adorable puppy that drops in from time to time.

Bouncing Down Memory Lane

We've swept up the cutting-room floor and found twenty-five levels that, well, they won't actually be in Deleveled... but, for one reason or another, we still like them anyway! We've got everything from mechanics we implemented but didn't end up using to fully realized challenges that just didn't quite make the cut. Join us as we play through them all and share our thoughts about this whole giant development process!

https://steamcommunity.com/broadcast/watch/76561198035857271

Talk puzzles and other interesting aspects of games! - Chat Stream

The team at ToasterFuel is hosting a chat session to talk about puzzles in games and how you don’t need a bunch of extra stuff to make a good puzzle game

Put your thinking cap on for Deleveled! - Live Stream

Join the team at ToasterFuel for a special stream during the Summer Games Festival! Ask questions, chat with the developers, and see how the levels in Deleveled really work!

Post-PAX Recap

Wow! What can we even say? PAX was absolutely amazing for us and we're so, so grateful that we were able to be a part of this year's PAX 10. A huge thanks to the more-than-500 (!) of you who came over and played our demo, as well as to everyone who just heard out our pitch or took a card! Everybody was so incredibly nice and it was a ton of fun talking with all of you!

Our big announcement for PAX was that Deleveled will now also be coming out on Xbox One and PlayStation 4, in addition to Steam and Switch. The added publicity we knew would come from our PAX 10 selection motivated us to take another look at the other platforms and we decided it'd be worth it to port ourselves over there, too. We're thrilled to have what, in 2019, is considered a full coverage launch, especially with everything being on track for a simultaneous release.

Over the last month, our efforts have been divided between polishing and playtesting the levels we've got, improving the overall visual polish of the game, and, of course, preparing ourselves for PAX. Level-wise, we're about two-thirds of the way through polishing everything up and the vast majority of the levels do, at least, exist at this point. There's still a ton of work to do there but it's humming along at a good clip. Visuals-wise, we've been experimenting with some new background art (some screenshots of which you can see on Twitter) and also iterating on some small details that improve the overall feel of the game. We're hoping to have much more to come on this in the next monthly update.

In September, our aim is to have every single level in the game polished, playtested, and ready to go, as well as have the soundtrack in a more-or-less finalized state. We also hope to have the major things surrounding game flow ironed out: the main menu, a "you finished the level!" screen, etc. These are the things that will really make Deleveled start feeling much more like a video game and less like a cool demo.

Again, thank you so, so much for stopping by our booth and checking us out! If you want all of the latest news, give @DeleveledGame a follow. You can see what Kyle's up to figuratively at @toasterfuel and literally at his Twitch stream. If you're interested in--let's be honest--my baseball takes, follow me over at @jpnance. As always, please consider adding us to your wishlist and sharing this post with your friends who might be interested!

Patrick

The Last Mile

"The last mile" is a phrase used in a variety of contexts but, generally, it refers to the final connection made between product and user. A grid of power lines in a city isn't very useful unless it's actually wired up to apartments and houses. A well considered set of bus stops doesn't have much value unless people who want to use the bus will be able to get to them. For the Deleveled team, the alpha build we've taken to shows for feedback is great but it's not much of a video game you feel like you should pay for if it doesn't have some menus and a soundtrack. So, over the last month, we've tried to focus largely on that last mile that Deleveled still needs to travel before we really start feeling like it can be released.

For Kyle, this meant designing and implementing our basic user interface. Although, during gameplay, we're trying our very best to avoid any notion of permanent UI, we still need, for instance, a level select screen. For that, we've decided to use a paradigm that we both first saw in a fun game called Golf Peaks: the main menu and level select screen will be combined into one. We're still very much iterating on the looks of things but the functionality is coming together nicely.

On my side, it was high time for me to focus on music. Over the lifecycle of Deleveled, I've been jotting down musical ideas (using the excellent FamiTracker) but haven't, until now, really sat down to focus on fleshing any of them out. We're ambitiously shooting for a unique track to accompany each of ten worlds, in addition to having separate music for the menu, the credits, and a couple of other miscellaneous situations. In total, our soundtrack could very well end up being an entire album's worth of tracks. The good news is that I now have a totally reasonable set of music to polish up and make ready for production; the bad news is that that totally reasonable set of music still, in fact, needs to be polished up and made ready for production. That'll happen over the next month or two and, by the time we get to the next monthly update, I should have a SoundCloud link to share with everyone.

Some other assorted things we've been working on include but are not limited to: 1) actually nailing down all the text that's going to be in the game so we can get it translated into nearly twenty other languages; 2) implementing a "metric of mastery" into the game so there's a difference between just beating a level and perfecting it; and 3) polishing up every single existing level so that it's actually (hopefully) fun to play. If you're thinking #3 on that list sounds like a bit more than just an "assorted thing you've been working on", have I got a paragraph for you!

Indeed, level polish has been a huge undertaking. Frankly, even though we've pushed back the release date and changed the scope of this game several times since January, level polish is the first time that I personally feel like I've just drastically underestimated how much time something would take. For every single one of the hundred-plus levels we've created, in addition to documenting its solution as well as any alternative solutions that I know of, I'm affording myself a little time to just sort of goof around with it. "What if this switch were over there?" "What if these exits were actually switches and those switches were exits?" "Can you even hit these two switches together?" "Is this level too ugly?" The time it takes to answer each of those questions is hugely variable and what I thought would take a week (two, tops, no problem!) is easily going to fill three and possibly four. By the next update, I've got my fingers crossed that the book on level design will, once and for all, be closed.

Finally, with PAX coming up (and, in case you missed it, we'll be featured among this year's PAX 10 showcase!), we've spent a chunk of time making sure we're ready to go for what will easily be Deleveled's biggest show. We've created a big banner to hang up, made a new run of business cards, and even got some T-shirts for the occasion. (I can't remember who I heard this from but somebody once said, very roughly, "Your game is just so much more official if it's got a T-shirt.") We're excited, stressed, eager, and anxious, all at the same time. If you'll be at PAX this year, come visit and calm us down!

Though we've been a little more off-the-grid lately, rest assured, Kyle will still rarely tweet and regularly stream very soon. I, on the other hand, am still regularly tweeting (about baseball) and never streaming. Collectively, all of the latest screenshots, GIFs, and cat pictures can be found at @DeleveledGame.

Patrick