Archive for the ‘News’ Category

November 29th, 2017

Cobalt WASD Out This Thursday!

We are overjoyed to let you know Cobalt WASD will be out this Thursday, November 30, 2017! Check out the awesome launch trailer here!

Find out more on or head directly to the Steam store page!

June 1st, 2017

Introducing Cobalt W.A.S.D.

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February 2nd, 2016

Cobalt is now available!

We are super happy to announce that Cobalt is now available on Steam, Xbox One, and Xbox 360!

Here’s the Steam store page:

And here’s Cobalt on

January 18th, 2016

COBALT Launches February 2!


Cobalt is coming to Steam, Xbox One, and Xbox 360 on February 2! The game will cost $19.99, and comes with a single-player story campaign, challenge maps, co-op survival maps, and several multiplayer game modes for both local and online play.

Check out the full release post in the Mojang blog!

If you’ve pre-purchased the alpha you will get a Steam code added to your Mojang account. We will only release the Windows version now, so Mac and Linux users will have to wait just a little bit longer. This is because we switched game engines (from DaisyMoon to Stingray) in order to add online multiplayer.

November 11th, 2013

We’re alive!

In fact, we’ve never been dead.

Since the last post we’ve been busy with distilling the game, starting our collaboration with Fatshark to bring Cobalt to Xbox and we’ve been to Minecon.

Being a small team with the main focus to have fun, the development of Cobalt has always been a bit haphazard where we’ve added stuff as we go with less focus on the bigger picture and more attention spent on what felt right at the moment. This has led to, in our opinion, a great platformer but it has also resulted in a lot of features that remain hidden to the average player. When a new player starts up Cobalt, he or she isn’t really introduced to what the game is about. There’s nothing to hold their hand and present them with the experience that is Cobalt, especially not as a single player. I’m not talking about a next-gen like dumbing down of game play, but a coherent presentation of the actual game.

What we have now is a whole bunch of puzzle pieces hovering in the air waiting to be placed in the correct spot. Since starting our collaboration with Fatshark we’ve been busy trimming and arranging all pieces in order to put them down in a presentable larger picture and an enjoyable gaming experience from start to finish.

Hit the jump to read more!

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November 29th, 2012

Thanks everyone for a great Minecon 2012!

I want to thank everyone who showed interest in Cobalt during Minecon 2012! It was a fantastic weekend for us and I really enjoyed helping people around the Cobalt areas. We held our first official 1v1 DM tournament, in which community member Acontin won first place followed by Ivar from Sweden.

The version used at Minecon was v116 ALPHA, and is not yet available for download. Among other things, it featured a new game mode called Challenge. In Challenge, you focus on doing things as fast as possible, like getting from point A to B. Today we created more maps for the mode. Here is a sneak preview:


We have also added local high score lists with epic voice acting feedback by Kinten to all relevant game modes:


Huge thanks to all the volunteers during Minecon that made it all possible!

Thats it for today!

Good night!


April 24th, 2012

Harvest Updated to 1.18, adding Linux



It’s over 1.5 years since we wrote about the 1.17 update to Harvest, and finally we’re able to release an updated version. It won’t be 1.17, but 1.18 (fixing a couple of more things), and this time also with builds for Linux!

The game changes are:

  • Invert scroll direction setting
  • Added drag-and-place buildings, if you keep the mouse pressed the game will place the next building at the edge of the energy range from the previous one
  • Made it possible to select and sell multiple buildings at once, also added “getSelectedBuildings” Lua hook
  • Added an option for the defenses to hold fire
  • Shaded map edge
  • Map expansion marker line
  • Double-size minimap for resolutions larger than 800×600
  • Changed damage calculation of missile turrets
  • Removed the age limit of solar plants
  • Removed the boss aliens
  • Energy links will attempt to avoid sending energy to links that are pointing towards itself
  • Made it possible to change language setting in the settings menu
  • Changed so that Poseidon and Ares are unlocked by gaining award points

And we’ve also changed a bunch of stuff in the engine:

  • Replaced the standard Lua intepreter with LuaJIT2
  • Replaced BASS with OpenAL for sound effects
  • Made profiles and save games “Program Files safe” (see more below)

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December 16th, 2011

Now we develop with you!

We started alpha access for Cobalt!

Go to:

for more info!


December 12th, 2011

Cobalt pre-orders around the next bend!

Agent CobaltHello friends!

We at oxeye are currently hard at work with bringing the Cobalt pre-order to you ASAP. In preparations for this we would like to share our visions of what Cobalt is and how the development of the game will play out over the coming months.

Hit “Read More” to

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October 6th, 2011

Quick update about alpha


I am very excited about getting this alpha going as soon as possible, but in reality it looks like we are not going to be making it in October since ironically the pre-order stuff will not be ready until the very last of October. But its not all bad cause I love to polish stuff! I will be working like a beast in the meantime to make the alpha as enjoyable as possible.

While we await the “days of alpha”, I would like to take this opportunity to find out some stuff about who you are but more importantly, what your hardware is! this thread!

If you have questions about the game, please use our Reddit page

Furthermore, I (thewreck) will be idling in the IRC-channel #Cobalt on Cya there!


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