Friday, December 24, 2010

Thursday, December 16, 2010


Thanks to all 128.k of you out there who picked up Revolt as the FGOTD yesterday. I hope you enjoy it, and go home over the holidays to show all your friends and family! :)

Tuesday, November 16, 2010

Who's Hot

You know it!

9710 Points in Survival Hard...are you kidding?

Who is this winscape76....jeezuz!

Monday, November 15, 2010

Saturday, November 6, 2010

Revolt gets Featured!

And yes Bryan, I have 43 updates waiting. :P

More Review Goodness

"Revolt pushes the bounds of the iOS platform especially as to what to expect from dual stick shooters. The game has a brilliant game design with such complex visuals and environment design. The complex level layouts are a true achievement giving you action and surprise with a solid story.

Revolt is a must buy for $1.99 that is easily the best dual stick shooter, and one of the best games to date."

Wednesday, November 3, 2010

Revolt 1.1 Survival Hard Difficulty 5000 point gameplay

How to get 5000 points in Survival Hard Mode Video Series

Revolt 1.1 Submitted

- Addressed Explosion Lag Issues
- New Lights Out Mode Option
- New Hi-Res Level and Arena Loadscreens
- Increased Health drop chance to 50% health
- Set Heartbeat volume to coincide with health level
- Decreased Player Footstep Volume
- Projectiles now pass through Guy when rolling
- Heavy Mechanized more aggressive
- Robot Drone drops less items
- Hover Scout change of item drop decreased
- Decreased camera rotation speed for iPad and Retina display
- Gradual Action Music Fadeout
- Minor level adjustments and bug fixes

Another Great Review - 5/5

Monday, November 1, 2010

Revolt already in Action Top 25!

1.1 Gameplay Video

Here's a look at some kickass play by myself in the new Lights Out Mode on Survival. This was recorded off the PC build and there's some shader and UI issues because the game is coded for the iphone, so just ignore that stuff. Apologies for the crappy quality. Will upload a better one once I work out the exact compression to stay under the 100mb limit.

There's no music on the PC build either so you get to hear my Pandora playlist in the background. Keep an eye out for some precision rocket launcher action. :)


'Revolt, an awesome new dual-stick shooter from Kristopher Peterson and Jaap Kreijkamp, is now available from the app store. Set in a futuristic, technocratic society where man has been practically wiped out by machines, there remains one man whose fight-or-flight response doesn’t recognize the latter as an option.'

4.5 smiles

Friday, October 29, 2010

Revolt 1.1

The game isn't even out yet and we already have an update just about ready to go, including a new Lights Out Mode!

Monday, October 25, 2010

Revolt Release Nov 1st!

Lock and load everybody, Revolt has been approved and will be available for sale Nov 1st!

Wednesday, October 20, 2010


I hereby declare that Revolt has been submitted for approval!!! :D

Saturday, October 16, 2010

Nearly there!

There are just a few last little things to tweak and finalize and then its submission time! In the meantime, check out the final screenshots for the game!

Monday, September 27, 2010

Revolt is Beta!

That's right folks, as of today Revolt is feature complete and beginning the final round of testing before submission! There were a few testers that have fallen to the merciless violence of the Technocracy's hordes, and so we're looking for some fresh blood to take up resistance and finish the fight to unsure a strong victory. Candidates who have applied previously and haven't been chosen yet are encouraged to send their information again. Those with some serious time on their hands and are able to put in some hardcore hours kicking robot ass are preferred at this point, as we try to nail down progression and story mode balance which requires multiple play throughs as we go in and adjust the final values.

To apply, send an email to with your UDID, device information, your dual stick shooter skill level, and about how much time you have in the next 2 weeks to play.

Saturday, May 22, 2010


Things have slowed down a bit here but they are still moving. We've got all the story elements integrated into the game now and have the boss battle up and running. Dynamic music fading is in and all the Open Feint Achievements are there, 20 of them. The basic gameplay is all done and enemy balance just needs to be tweaked. Hopefully a few things will get sorted out around here and then we'll open the game back up to testers for the final push.

Monday, May 3, 2010

Intro Movie

Hey Everyone,

Here are some shots from the animated into for Revolt that has been recently completed.

Friday, March 19, 2010

Revolt is OpenFeint Integrated

Revolt Previews

The preview build has been released to select sites and write-ups have been posted!

Touch Arcade

Wednesday, March 17, 2010

Looking for Testers

Revolt needs a few good men or women to venture forth on forward reconnaissance missions to probe and test enemy defenses and gauge their strengths and weaknesses.

We are looking for people who are able to dedicate a good deal of time and have previous experience testing with good communication and writing skills.

If you are interested, please install the free app "About Device" and send the results to along with an email stating your testing experience. Also, please rank your general skill at dual stick shooters on a 1-10.


Thursday, February 25, 2010

Update 2-25

We're hard at work on getting a preview build ready to show, but in the meanwhile, here are some new screenshots.

Saturday, February 20, 2010

Feature List


8 Story Levels and 20 Survival Arenas - Spend hours battling across a multitude of varying locations in your quest to stop the machines. Survival Mode features random enemy and random map selection so you'll never play the same game twice!

15 Weapons - 5 different weapon types all with unique properties and abilities. Use your Rifle to run and gun, throw Grenades over barriers, lay down suppressing fire with your Heavy MG, or send rockets and missiles directly into the enemy with your Launcher weapons.

8 Unique Enemy Types - Each enemy has their own set of strengths, weaknesses, and behaviors with different weapon types working better against different enemies.

Purchase-able Upgrades - Use the scrap and technology from destroyed enemies to create and upgrade your weapons and armor.

Advanced Gameplay - Fast paced, strategic gameplay! Use obstacles to take cover behind or out maneuver your enemy, manage your ammo and grenade supply across your weapon types, coordinate your weapon reloads so you aren't left high and dry, and use dive rolling to dodge fire and blasts.

Destructible Environments - Deny your enemies a place to hide, or use the environments explosive properties to your advatage, almost every object in the game can be destroyed with enough firepower. Leave the battlefield a smoking crater field in your wake!

3 Difficulty Modes - A game for every level of ability.

Kickass 3d Graphics - Sharp 3d environments and beautifully animated characters are punctuated with intense visual special effects.

Killer Music and Sound Effects - Professional sound track creates an eerie atmospheric mood setting with hard hitting sound effects that drive home the on screen action!

High Score Leaderboard - Try to get the best score on the block!

Friday, February 19, 2010


Tuesday, February 2, 2010


Its funny, I play the game every day and I hadn't noticed how obtrusive the UI was until you guys pointed it out. Thanks for bringing that to my attention. :)

Screenshots 2-2

Friday, January 29, 2010

Screenshots 1-29

Friday, January 8, 2010

Nearly Free Shadows

Click the image for animation. Might not display correctly in Chrome.

Click the image for animation. Might not display correctly in Chrome.

I've been wanting levels shadows ever since I started adding blob shadows to all the objects, but didn't think of this solution until just now. This method uses vertex colors and vertex alpha so there's no texture used. I simply take the floor and cut out all the squares that are not touching any walls, and then reduce vertices. After that I select all the edge vertices and then just give them a 0% opacity and make them all gray in vertex color. In the editor I just apply a Mulitply material that all my other shadows use so they will all batch together requiring no extra draw calls.

This method probably wouldn't work so well if you weren't using grid built geometry but a lot of games do.