It's that time of the year again. The pumpkins have been hollowed out and given some extra charisma. All the lights in the house have been set back to a more fiery and primitive state. And you just decide to give candy to the most horrifying creatures you could think of. Only to please them and hope they will not destroy everything you hold dear with bathroom tissues.
In these dire times of need we provide some light entertainment, to get you through these dark nights. Just a little chaos to help you shake of the scary things haunting your house at night.
Have a spooky Halloween everyone!
Tic-Toc-Tower 1.1!
Hey everyone!
We're happy to announce 1.1 heading out to all of you today, it's taken some time and a lot of headbutting but we're finally there!
And all the better during the hot Summer Sale! For quite a while we've been debating the feedback and issues you've been running into and we were trying to find the best solution to make this game most enjoyable for everyone. We've narrowed this down to two main issues.
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-- Character controls too slippery;
The original concept of Tic-Toc-Tower was a slippery controller. Where momentum was everything and that keeping movement going would be rewarded. We've recognized the issues you've been having with these controls and we've reworked every single character to improve traction and to create more control. We hope you will enjoy this change and we appreciate the feedback you all give us.
- Where are all the levels?
Whelp! Playing and learning Tic-Toc-Tower can be frustrating. But we never meant for players to be stuck with a small narrow level pool, which totally goes against our randomness.
For this we've basically *Broken* the randomness of the tower and improved on it a lot. I won't go into the technical details but I can ensure you all won't get stuck with playing only about 10-15 levels. Where as you've supported us by buying our game, which should have about 200.
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We appreciate all of you for playing our game, and we hope you'll continue enjoying our game! Also, don't hesitate to speak up, we're listening to every one of you for feedback to improve the game on.
Greetings and thanks!
Sneaky Mammoth Team.
P.S.
We're working on some requested features regarding multiplayer, you can expect these this soon!
THE TESLA KID ELECTRIFIES TIC-TOC-TOWER AS NEW CHARACTER
FRANTIC INDIE PLATFORMER GETS NEW DLC CHARACTER, FREE FOR ALL TESLAGRAD OWNERS!
ROTTERDAM, THE NETHERLANDS(22-2-2016) – An electrifying piece addition to the Tic-Toc-Tower roster will be hitting Steam tomorrow. The main character from Teslagrad can be downloaded tomorrow as a playable character for this frantic platformer. The Tesla-Kid already showed his platforming prowess in Teslagrad, but he will face a whole new set of challenges in Tic-Toc-Tower!
Feel like climbing the tower with the help of the Tesla-kid? Power up here:
http://store.steampowered.com/app/438810/
BUT WAIT, THERE’S MORE!
The foremost reason to add the Tesla-kid to Tic-Toc-Tower is the wish to connect great indie games. Not just the creators but also the characterful universes, and not just to make a quick buck. Because of that, anyone who owns Teslagrad on Steam will receive the Tesla-kid DLC free of charge, if they decide they want to give Tic-Toc-Tower a try.
And there has never been a better time! Tic-Toc-Tower is on sale for just €2,50! (starting 22-2 19:00 GMT+1)
SO HOW DID THE TESLAKID END UP IN TIC-TOC-TOWER?
After releasing Tic-Toc-Tower in September we started looking at ways to offer cool and interesting DLC post-launch. The main objective is adding new features to the game without hiding essential gameplay behind a paywall.
Adding extra characters, in addition to free updates to the game, made a lot of sense. In addition to that we started brainstorming on doing DLC characters with a twist. After some deliberation it was decided that adding characters from other games could be interesting. We hope it introduces Tic-Toc-Tower players to the wonderful world of Teslagrad, and the addition of the Tesla-kid will hopefully inspire Teslagrad fans to check out the frantic platforming gameplay of Tic-Toc-Tower.
Hans Dunnik from Sneaky Mammoth added the following: "With the Teslakid DLC launching we're entering an interesting time for Tic-Toc-Tower, we'd like to spend time even after launch to keep on refining and expand the game according to feedback and wishes from our fans. We promise this won't compromise the main gameplay for Tic-Toc-Tower and will make sure nothing gets locked behind DLC which will give players an advantage over one another in the leaderboards.”
SOEDESCO Community Roundup
Hey Everyone,
At SOEDESCO we think it’s very important to keep our community in the loop about any updates for our games. Starting with this roundup, you can expect regular updates about all the games in our portfolio across multiple places.
But that is not all, as a publisher we want to offer gamers an enticing portfolio of games, but if you stick with us not just will you be playing awesome and innovative games, you will also directly profit from it. For more information keep an eye on our hub.
ENKI Since releasing ENKI we have received a lot of feedback. About the content, the game, and everything in between. We’ve heard your feedback and take it immensely serious. ENKI is an unique game, in multiple ways.
With ENKI, developer Storm in a Teacup, once again tried to push the boundaries of interactive story telling. Horror has been one of the most popular genres of the past couple of year and the unique approach to the concept adds a new fresh perspective to the genre.
After launch the developer has been iterating on the received feedback and the game is in a much better place than at launch. We would like to thanks everyone for their patience and understanding and we also see that the changes has paid off in the reception on Steam.
But we are not finished, in the near future some other changes will be made, not just to the game, but also to the way that it is being presented. Keep an eye on this page for any further changes.
Above all else, we want to thank everyone for playing the game and for your feedback
Mayan Death Robots After 2 years of hard work and dedication, we're extremely happy to share the fruits of our labor with you: Mayan Death Robots is now available for the measly price of €13,49 for Windows, Mac and Linux! Invite a friend for some good ol' Friday night gaming, and I promise our game will not disappoint you.
If you're not yet convinced, check out the Launch Trailer we made for the occasion:
YouTube™-video: Mayan Death Robot Launch Trailer
Weergaves: 106
OUT NOW ON STEAM: http://store.steampowered.com/app/347470/ Duke it out with massive alien robots during the peak of the Mayan civilization.
OUT NOW ON STEAM: Official website: http://www.mayandeathrobots.com
Thanks to everyone who supported us on the way. This is not the end of the journey, but the beginning. See you in the jungle!
Tic-Toc-Tower Sadly, it’s not all good news. Hans Dunnik from Sneaky Mammoth would like to share the following with you:
"Dear Mammotheers. It's been a weirdly slow month for us here at Sneaky Mammoth. And we apologize for the lack of updates. Both Sven and myself got hit pretty badly with some bad personal situations and we're just now slowly picking up the pace. When we're back we'll let you know what's been up. But for now, we're prioritizing family over business. See y'all soon!"
Soccer Legends Everyone is hard at work to make sure the game is in tip-top shape before launch. At the moment progress is continuing apace. The game is mostly feature complete so at the time the focus is on polish, system check and making sure the balance is taken care of.
Keep an eye on the game hub page for updates and other news.
NANOS On the brick-breaking front, NANOS is inching closer to a full release. Expect a date for that in the near future. On the event note, NANOS proved very popular at the FirstLook Festival in Utrecht.
But there is also other exciting news, NANOS will soon be receiving trading cards. At the moment the plan is to add 25 trading cards. These will be added in the release version.
Defunct The guys at Freshly Squeezed are putting the finishing touches on the game and getting the game nice and polished. After having played the latest build for some time, We can confidently state the vision of the original concept has been fulfilled quite masterfully by this ex-student dev team.
Defunct will be the first ‘official’ release from Freshly Squeezed
N.E.R.O N.E.R.O.: Nothing Ever Remains Obscure will be launched on PC and PS4.
Nothing Ever has to Remain Obscure, for that reason Storm in a Teacup has decided to give something extra to the players with the upcoming relaunch of the game on PC and PS4 in collaboration with SOEDESCO. From the start of the project, a lot of players were intrigued by the singular name so Storm in a Teacup has decided to open up about the title of the game, which is already available on Xbox One.
N.E.R.O. Nothing Ever Remains Obscure is about love, is about faith, is about feelings.
N.E.R.O. Nothing Ever Remains Obscure is about questions that need to be answered.
N.E.R.O. will make its way to PlayStation 4™ and PC early next year.
In closing We hope that everyone enjoyed this update and expect these kind of updates on a regular basis. For instance. We are working on exciting, new projects, we can’t wait to share details about these projects in the near future.
Game On!
-SOEDESCO
Tic-Toc-Patchy #2! No more Edgeglue!
Hi all!
I've got some good news today. No more Edgeglue bug! Hurray!
We've got our hands on some new software updates and implemented them right away. This, together with some performance updates, resulted in a lot of major bugfixes!
Here's what's been fixed, changed and/or upgraded:
- Fixed the Edgeglue bug! No more getting stuck on platforms.
- Fixed resolution errors when going from windowed to fullscreen.
- Reverted back to our number timer (instead of the shrinking image)
- Made several performance updates
- Made several minor bugfixes
We're working hard on tracking more bugs and errors, and fixing them as much as we can. So let us know if you find anything!
Cheers and have fun playing!
Tic-Toc-Patchy #1!
Hey everyone!
It's been hectic here at Mammoth HQ! It's been just 2 days since our launch. At the moment we have a quick patch for you!
Here's what's been fixed/changed.
- Decreased loading times up to 8x the speed
- More intuitive controller controls in the menus and shop
- Fixed a bug that made you unable to select a game mode
- Made you able to jump while in teleports
- Switched the Home and Retry buttons when game over
- Nerfed Boto(His double jumps were OP)
- Removed the level counter from Versus and Wipe-Out
- Increased the starting level pool slightly for more variation in levels
- Fixed several other minor bugs here and there
We also added some new sound effects for several small objects.
We're working hard on tracking more bugs and errors, and fixing them as much as we can. So let us know if you find anything!
Cheers and have fun playing!
Tic-Toc-Monday: Release Day!
Hello everyone!
It's Time, Time to start running. The tower is up and ready, and everyone can start playing Tic-Toc-Tower now in it's full glory!
After almost 8 weeks in early access. We're hitting the store with a full fledged game that is Tic-Toc-Tower. Here are some of the features which have been greatly improved over Early Access and are now available for play!
3 New Characters have been added to the game, for a total of 8 very different characters!
3 New settings + mechanics: Slime, Sawblades and much more will keep you at bay as you try to reach the exit!
Over 200 Levels! We've added a bunch of new levels for all the new playstyles so you can enjoy a wacky variety of levels, and we've added a new "smart-pool" system which'll make you visit new levels more often than you did during early access.
4 New game modes, making a total of now 10 available game modes, 6 single player and 4 multiplayer. Battle for the leaderboards or just enjoy battling your friends, Tic-Toc-Tower has it all!
Ingame shop: It's something we've been wanting to give you all. Those coins you've been collecting? Those will finally be usuable for you to unlock new modes and players. As these are a little trickier to play, and you'll need to prove you can play these!
And much much more!
We've all enjoyed working with you all improving Tic-Toc-Tower. And we'll continue working on it even after release. Let us know your thoughts and we'll be happy to talk with you all!
Let the race to the top begin...
Tic-Toc-Thursday #7: Clearing out of Beta.
Hey there everyone and welcome to our final Early Access update!
This week will be a pretty short update, as we're working at Tic-Toc-Tower like a madman to finish up everything. We'll keep the mainline mostly update free but you might see a few pop in over the next few days.
*The main menu needs to be navigated with the mouse.This will be fixed A.S.A.P. We're sorry for any inconvience for the moment.*
That said, we'd like to take this opportunity to invite you all into our Public Beta line for the next few days. We're already showcasing some new features in the pipeline which are done, which are currently up for last minute balancing. (Plus, you'll finally see what all the shop fuss is about!)
I'll keep our new features and tweaks for next week. Because it's mostly bugfixing that's been going on since last week. But there is one big thing that happened this week. And that's the rebalancing for all those levels.
As we've been heading towards the 200 mark, we've seen an decrease in the difficulty curve. Now this can not do, as we want Tic-Toc-Tower to be a challenging game to play. That's something we're advocating, so to accomadatate this whilst still having a good learning curve for beginning players we've been restructuring the level balancing. This is almost finished and will be in Beta before this weekend. So if you have any comments please shoot us some!
(oh, and for our more hardcore players, you can already find new level types hidden in the game!)
Just 4 days till launch. Check out the beta for our latest build or check it out at launch for some suprises we have lined up for you all!
Thanks for all the support so far and we hope you all check out Tic-Toc-Tower next monday on launch!
Sneaky Hotfix #3 incoming!
A small update here! We've received reports of some bugs here and there since our new update. The biggest ones being an occasional lag spike when under 5 seconds on the clock.
And some words arent translated properly.
Right now we're working hard to find and fix the problems. You can expect an update somewhere later today for fixes and more news on the matter.
Tic-Toc-Thursday #6: Time is running out!
Oooh boy, this is a big one. Here we go!
First off, we've got a big announce, Tic-Toc-Thursday #7 will be our final weekly Early Access update! You ask why? I'll tell you.
Tic-Toc-Tower Release Date: 28 September 2015!
The game is almost finished! We're busy creating a big update for everyone during Launch. And with weekly updates, it's been brutal. We still want to give you guys some weekly content to play, so here's this weeks breakdown.
New Features:
Achievements!
Added languages, Spanish, French, Dutch.
New style with mechanic, Ice. Slippery levels just got faster with our speedup mechanic!
Added more levels (new re-balancing will come next week)
Minor Tweaks:
Improved the toy background (Still wasn't satisfied)
Did some minor tweaks to turrets and spikes.
Did some minor bugfixing, the works.
Achievements. Enough said right? Who doesn't love some crazy achievement hunting? We sure do, so happy hunting! And if you have any wacky suggestions. Please leave a comment or post it in a topic. We're always open for input!
Ice levels haven't made more sense in a game than ours. Tic-Toc-Tower is a pretty slippery game! You have to keep moving, and we felt that ice would reflect that perfectly.
BUT! That didn't mean we wouldn't mix up things, so we combined it with the speedup plateau. You'll go really fast in these levels thanks to these buggers. So watch your step!
Tic-Toc-Tower can now be read in Dutch, English, French and Spanish. But we do need your help with the latter two. We've still got some levels for which we just didn't know how to translate it. We'll put up a topic with more details soon, but if you'd like to work with us personally on this. That would be great too! You can reach us at info@sneakymammoth.com and we'll talk!
On a Side notice, We've been selected to show Tic-Toc-Tower at Indigo! Which is a great honor for us! We'll be showcasing the game in Utrecht and it'll be a blast! So if you're around. You're happy to join us, as Indigo attendance is free!
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If you want a sneaky peek at the new features we're putting into early access. And want to help us improve our game in a heads-on fashion. Be sure to head into our Beta Line for Tic-Toc-Tower. We have an open Beta version online in which we test our constantly evolving game.
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Just 11 days till launch, we'll be showing you guys some updated stuff personally pretty soon. See you then!