Organic Panic cover
Organic Panic screenshot
PC PS4 XONE Steam
Genre: Platform, Puzzle, Indie

Organic Panic

Final Game Ready For Final Beta Testing!

Hi All,

We're excited to announce that the game is now fully complete with over two hundred levels, a giant coop mode and a super intense versus mode. Unfortunately we had to drop the editor as we did not have enough time to manage all of the bugs and there was not much interest in building levels with it.

We have only tested this on a couple of machines so we need your help to compatibility test it on more machines until it's solid. It is open for private beta testing so anyone with an existing code can play the game and please let us know if you have any technical difficulties in the forums.

Once we've ironed out any problems we will set the game for it's full release.

Thanks and enjoy!

We have a New Publisher!

We are very happy to announce we will be working with a new publisher - GameMill.

We worked this out with them just in time to help us bring this game to market, and only a few weeks in and they have already done all the languages! - which is a burden off our shoulders (Trying to get your friends and family to translate thousands of words for each language was quite challenging). They have also helped us clear the game with the Pegi (European) ratings board.

Getting a game to market is a huge huge task (for basically a 2 man team right now) each port is a job in itself, but doing all the languages, ratings, testing and marketing, we were in need of help, so with GameMill's support at this critical time we can bring Organic Panic to market in multiple territories and on multiple consoles.

Watch this space we will be bringing all the cool stuff we've added to the game, over 200 hundred levels, all the fixes and clean code back to Steam once we have cleared these 2 major ports.

Early Access Beta is now Closed.

Hey Guys we have now closed Early Access, and are planning our full launch.

here are a few key things we learned during the beta Early Access development:


  • Don't try to finish a game while your fixing compatibility issues, especially if there is only 1 programmer (who's also a stay at home dad with 2 kids) it will break you! - focus on one thing at a time.
  • Compatibility is it's own task with a complex engine and requires more than a 2 man team with no resources to test on different configurations. Luckily we have a new publisher that is going to help with that. (more on that later).
  • Early access is great for bugs we had absolutely no idea about! - thanks for all the great bug reports and community feedback you gave.
  • Be prepared for flak! - I think we underestimated the amount of work just fixing compatibility bugs, which we worked on for a good 6-8 months. We probably should have closed the Early Access as soon as we started working on the Ports.
  • Gamers are passionate about games! and you guys put so much time and effort into our game - we were surprised! - we are so grateful for your passionate interest and feedback.
  • Open GL is not going to make everything better! - I think at this stage we have ported the game 4 times since the Kickstarter (Xbox 360 > Open GL > Direct X > Playstation 4 > Xbox One) there is overlap but each port is a huge huge amount of code rewriting, we basically had a full game and took 6-9 months to rewrite to each port, I think on retrospect porting to Open GL was a mistake and we should have focused on each particular port on its own.
  • Organic Panic is a huge complex game, and fixing one bug can often create 5 more, especially on different configurations.



We're in cert with Sony and Microsoft and should be submitting final builds in the next few weeks, we plan to release early next year and then do a full Steam release hopefully soon after.

We had no idea about the Indiegala bundle deal!

That's right! As crazy as it sounds we had nothing to do with this promotion. 20,000 codes were taken by Majesco and they made a deal with Indiegala behind our backs. It is no fault of Indiegala as they did the deal with Majesco and did not know we were not aware of it.

Right now we are working on console ports and will get back to the Steam versions once the console versions are done. We apologize to anyone who was misled by this fiasco.

Porting & Translating

We're continuing the ports and we've just started Translating/Localizing all the game text. We're also doing lots of testing and writing up bugs as we get ready for a final cleanup before preparing it for the final version.

More details to come in January, Happy Holidays!

Porting Away

We've been busy porting for the last couple of months, and it's going well. We're also testing the entire game itself and tweaking the levels a bit, together with finding any remaining bugs.

Polished UI and In-Game graphics

We've filled out all the menus now which are complete. Let us know if something doesn't feel right and what you like.

Also we've been in game adding volumetric lights and fog to all the 1UP levels so they are looking very nice now. We also added some special fx for the special powers.

New Levels Added

We've added lots of new levels to the single player game and added point and volumetric lights everywhere. We're currently adding in more coop levels and tweaking a few of the versus levels as we near getting all of the content into the game.

Dark Woods updated

Stage 8, Dark woods has been updated with some cool new art making it feel super spooky now. We're also working on the versus mode which is crazy fun - we're building out levels and doing some basic testing on it and it will be ready in our next major update next week.

Two New Worlds (20 new levels) - MAJOR UPDATE!!!

We've updated the game with 2 new worlds featuring about 10 levels each. We're still working on the 'Woods' background so we have a temporary background in there for now - the new background will be part of an update later this week.

We'll be fixing bugs and adjusting the levels based on your feedback so please let us know what you like and what you don't.

Thanks, and enjoy!