Jul 18 2012

I’ve seen a lot of games recently, on iOS and otherwise, that implement some form of pay-to-win system. For those who haven’t heard of this model before, UrbanDictionary has this definition:

Games that let you buy better gear or allow you to make better items than everyone else at a faster rate, and then makes the game largely unbalanced even for people who have skill in the game without paying.


This is the best definition I could find, and the reason why I’m strongly opposed to the model. If I had taken the effort to implement some form of competitive system (such as a highscore list), then I’d sure as hell want it to represent the most skilled players in my game, as opposed to who has the deepest pockets (even if it did make us more money).   

Read more: The Pay To Win Model (P2W)
Jul 07 2012

Finally, after many months of work, Crate 360 has been finished (for first build at least, there's always room for content!) and sent off to Apple. This is where we sit back, relax, and twiddle our thumbs until we get the all clear.

We'll, not exactly...

Read more: Crate 360 sent to Apple!
May 27 2012

Just a short blog post to say that we've stuck Crate 360 as a campaign on Indiegogo.

The link is here: http://www.indiegogo.com/crate360

For anyone who doesn't know what Indiegogo is (if you've heard of Kickstarter, its exactly the same format, but you don't need a US citizenship to start a campaign), it allows individuals or groups of people to raise money to fund their project, giving cool perks to people who donate, often exclusive content available only to them.

Read more: Crate 360 is on Indiegogo!
May 01 2012
I can't believe how long it's been since this site has been updated!

Over the past few months, we've been working hard getting updates for our previous games done (darn you iPad 3 for making us work overtime!), as well as working on a new game similar to the last. Needless to say, we may have forgotten to write any news and progress on our site.

Read more: Site Tweaks
Jan 21 2012

Tom and I released Crate Collapse as a free app with IAP on the 3rd of January, and we were incredibly happy with our initial progress. In our first 24-36 hours, we got over 2000 downloads from all over the world. A vast improvement on the 60 something sales our first game made in 3 months.

Read more: Crate Collapse - New and Noteworthy!

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Sean Lloyd-Booth


Talented, and remarkably dashing



Quite good at whistling