I have submitted the game into my Google Play Console to test it directly from there.

And after some tuning with the Expansion files (yes you can only upload 100 Mb as primary file, the rest of the assets being put in an “expansion file”), the game can be downloaded from there and run perfectly from the different Android devices I have tested it on. So I am just awaiting for some translations for the game and the release date will come soon.

I have also managed to port the game onto iOS. Thanks to libgdx and robovm, this has been done smoothly. A very few little hiccups but nothing I could not fix within a day.

The test I did on an old iPhone 5 shows that the game performs superbly well on that device. I am now awaiting for Apple to confirm my Developer account to post on the Apple Store and do some TestFlight to collect data on different iOS devices as well.

Things are going pretty smoothly !

It has been 2 years since my last post. I had tough time to keep the website alive while I was developing, keeping being active on Twitter, and working on my daily main job as well as taking care of my family.

So much has been done since then. The game has gotten a new face.
And I am happy to announce I am very close to release an alpha version on the Google Play Store (Android).
The alpha version will approximatively contain 3/4 of the full game for 20+ hours playable.

What is remaining to actually release on the Play store:
– My writer/journalist wife is rewriting all the texts
– Get some new languages in the game in addition of English. For now I will focus on: French, German, Polish, Italian and Spanish.
– Increase the capacity of my AWS server for the online part of the game as it is now running on the free tier which is good but very limited.
– Prepare the release on the store: Localization, pictures and kickass video trailer (this part will be commissioned), get it validated by Google…

What’s next?
– Port my game created with Libgdx onto iOS thanks to Robovm
– Finish the last 1/4 of the game.

I will keep this website updated, at least more often !!

(Credit: Naresa Dizon)


I wanted to share a video made by the designer, Naresa, who is making all my character’s designs.
As detailed in the previous post, she is using Photoshop for the drawing, Adobe Illustrator for the colouring and Spine 2D for the animation part.
You can see how great she is with these tools in the video.
Also, a special mention for Dark Fantasy Studio to whom I have bought the music played in the video.


New character designs received from Naresa: Treem. These are my 33, 34, 35 and 36th designs received (on about 130+ designs in the end game).

The characters have been done by the designer on Photoshop for the sketches, on Adobe Illustrator for the colouring and it will be later animated with Spine 2D. The characters will be then imported on the game thanks to Spine runtime library usable with Libgdx.

The character below is Treem, the robot monster (monbot) you can encounter on the map:

You can fight this wild character and if you weaken it enough, you might succeed to scan him. Upon successful scan, you will be able to equip yourself with the corresponding armour.

Thus, your armour of Treem will be the one below:

After scanning other Treem monbots and after gaining experiences on this armour, this specific equipment might evolve.

The first evolution of Treem hero armour is displayed just here:

And the final evolution of this armour is this one: