Archive for the ‘Cobalt’ Category

April 3rd, 2012

Back from USA!

Hi everyone!

As some of you may know, many in Mojang and the whole lot of them Oxeye went to GDC/IGF this year. For me (thewreck) it was mostly to visit enchanting San Francisco and meet (hug) other developers, while for others – like notch who had speaking obligations – things were a bit less casual. Even while engorging myself in all the casual fun I managed to fit a bunch of work on Cobalt, alas I managed to catch the flu and was knocked out for the better part of the weekend following gdc.

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January 25th, 2012

Cobalt v102 Alpha change-log

Jet shoes are now additive instead of reaching speed. Jet shoes can be used while rolling in the air. While using jet shoes while rolling, you will slow down you roll a lot making you vulnerable, but it also gives you very interesting control mechanics.
Throwing as been reworked. Charge time is now variable depending on how long you press which makes it snappier, throwing will try to push the throw towards your actor trajectory, giving more power over throw direction, as well as throwing in itself is more physical making up/down/backwards and strange middle of roll throws possible.
reworked scope to be a bit more useful, as well as giving a little better bullet time bonus.
auto aim now doesn’t snap back and forth frantically. If you have auto aimed against a target, and it goes behind a wall, you will keep aiming towards the last visible position.
Rolling now slows down reloading by a significant amount..
Simply moving against a conveyor belt will now move you, even if you are not grabbing it like a wall grab.
Added more upgrades to slugger revolver, slugger cobra, slugger pipe and slugger breacher.
Slugger revolver now starts as it should with no extended barrel, so there are now 2 levels. Tweaked it so that starting point is lower than normal, and ending point with max is higher than before.
Tweaked all upgrade prices so that more expensive guns have more expensive upgrades. This is because I want it to be less obvious to get them, so that alternative spending possibilities are considered, and also follow better with the economy that you have when being able to afford expensive guns.
increased price of matter army issue from 250 to 275.
switched price of spike bow and price for spike bow repeater
Sliding backwards up walls is now possible.
Made air rolling backwards as easy as rolling backwards.
Changed weapons on smooth jazz.
The Plus can now be moved with explosions and applied force.
Bomb is now called Thermal Bomb and has had its effect reworked. It is now not instant kill, instead it has damage over time. This makes is less good against tough foes like hamsters and predators. It will also not instantly kill you with shield but will wear your shield down faster than normally. Cost is 50 Volts.
Stick Grenade and Grenade now cost 15 instead of 16.
Improved the handling of the boomerang, also made it harder to hit with bullets.
Tweaked waves in survival house, as well as added 3 new tiers.
Added color blind modes to compensate for Protanopia, Deuteranopia and Tritanopia.
Reworked bird movement to be more fluent.
Added bird wing and breathing sounds and animations for when out of energy
Activated tile physics can now hurt actors!
Elevators can now crush enemies if squished by them.
Increased reload times for bird and shroom as well as lesser recoil recovery speed.
Altered layout and weapons and ai paths on cannon arena.
Missles have slightly more bullet time associated with it.
new map by frall called voodoo!
Blowing up by a bomb no longer screws up the next life.
Fixed crash with trying to join a controller with a removed preset
Plasma assault upgrade names
Fixed stage selection loading everything too early.
Shop windows could be outside of level
laser pointer getting smoke as laser pointer.
fixed enemies being included in the aim over mechanic cause you to raise the gun above enemies instead of pointed against them.
Bounced and deflected projectiles now correctly generate bullet time
Fixed left gas bouncer in position on windy valley.
Added repair broken weapon ai.
Fixed hanging cords gathering speed invisibly, making them jump like crazy when activated. This would often make them render incorrectly too.
Max upgrade level upgrades could be left in the upgrade bench.
Did some optimizations for larger scale actor and ai code which in practice should mean smoother fps at later survival tiers.
Fixed not being able to arrange bots into teams a second time without restarting the game.
Sound at volume 0 now actually doesn’t play the samples. Also, made the sound volume curve exponential so that it has greater precision at low values.
Strange rolling down wall and then not being able to slide up it again bug fixed.
fixed buying weapon, buying upgrade, and then buying the same type of gun again.
improved transition to main menu with transparent menu disabled.
fixed upgrades not being buyable with many of the same gun. Still a bit iffy, but at least it works.
added suicide distance ai to grenades.
Bots should not drop plug for the purpose of throwing it against projectiles now.
Hud elements are now adapted to screen resolution which fixes things like shops being outside of the screen.
reload animations to shroom and bird.
shroom not sticking to ground after punch anymore as well as wall climbing more reliable.
the switches for the doors on the survival maps are now only usable by players.
fixed mouse being visible when it shouldn

We have put together a new version for Cobalt! This update has a number of changes to how certain aspects of the game works, which will be interesting to hear what you think about! We would also love to hear if any color-blind people out there find the color blind modes useful that we added in this version!

Full change-list after the jump!

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January 3rd, 2012

Cobalt v101 Alpha change-log

We have updated Cobalt to version v101 Alpha. Since the auto-updater had some bugs in it, you will need to download a new installer this time. Simply install to the same folder as previously.

Head over to to download the new installer.

For a full change-log, click read more.

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December 27th, 2011

Looking for Help?

Hey hey!

Some of you have had problems with your Mojang accounts, but we don’t have access to the account or billing systems so we are unfortunately not able to help you. If you have a problem with your Mojang account, gift codes or billing, please use Mojang’s support system here:, or send them an email here:

However, if you have a problem with Cobalt itself, such as installing, starting the game or have another game-related question, feel free to contact us on the Cobalt GetSatisfaction page, or get help from the community at the Cobalt forums!


December 16th, 2011

Now we develop with you!

We started alpha access for Cobalt!

Go to:

for more info!


December 13th, 2011


SamCube from Wondercraft drew this so JWJ can finally have an avatar. It also just so happens to be the first piece of Cobalt fan art that we’ve seen. nuff said.

SamCube fanart

More after the jump!

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December 13th, 2011

No networking? Shenanigans!

Hello again, Cobalt fans and friends! This is Jacob Jervey (also known as JWJ and @jjervey), the latest team member of Oxeye.

We announced earlier today that Cobalt alpha preorders were right around the corner and from what we’ve seen, people are EXTREMELY excited, and because of that – so are we! However, some of you may have been slightly disappointed after reading that networking wasn’t in the team’s vision for the game right now.

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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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November 18th, 2011

Cobalt EP

Anosou has put together an awesome ep with 2 tracks from the game, also remixed by 6 equally awesome musicians, and yes we are in las vegas!

Here is the link to the ep:
Cobalt EP

November 1st, 2011

Cobalt Alpha Plan Update (again)


Delays and all that has got to be one of the most depressing parts about game development. I’m really looking forward to getting the alpha out so people can start digging their teeth into the game!

However, the fact of the matter is that the alpha is not possible to deploy yet =(.

We are working to release the alpha as soon as possible, and to avoid unnecessary speculation, I will not guess about any ETA.

Check out Jeb_’s tweet about it too!!/jeb_/status/130223883646279680

Again, if you want to discuss the game, I’m idling in #cobalt on IRC,

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