Announcing Cobalt!

October 8th, 2010, Cobalt, News

Our Project B has finally transformed into something bigger and more beautiful: Cobalt!

To celebrate this we’ve created a game page with a teaser and some screenshots. To save you some effort… here’s the juicy stuff:


The Future Requires Pickaxes

October 6th, 2010, Indie Life, News


This is just a small update on the matter that I will be working at Mojang this winter and onward. Mojang, and especially its founder Markus Persson (Notch), is pretty famous for the game Minecraft, and I really look forward to helping them out! This feels like a perfect match to me. I’ll be able to do what I feel I do the best, and Mojang is a successful company that has the “indie spirit.”

This will not change matters for Oxeye very much, either. Project B is mainly developed by thewreck and Kinten, and if anything it could even help Oxeye a little since I will need to move to Stockholm, where they already live :)

About Project B, we will be announcing its new name very soon!

// jeb

When Darkness Surrounds Us

September 14th, 2010, Cobalt, GDC, Indie Life

Our little fellow Blueface has been a little low lately. All alone and working every day… Summer has been cold too, and all we’ve got is the grim darkness of the Swedish winter to look forward to.

But then, from beautiful California, there shines a light at the end of the tunnel! Spelunky and Meat Boy are hanging out and seem to have a great time. Blueface just had to send a big…

Hello!!! Be seeing you at GDC ‘11!

Project B’s Music Composer: anosou!

August 16th, 2010, Cobalt, Music

We should’ve posted about this earlier, but for the last few weeks Mattias Häggström Gerdt (anosou) has been working on the music for Project B. Mattias has made the soundtracks for games in the past, such as Kaleidoscope, and is an active contributor to OverClocked ReMix.

Here’s a picture of him from his interview at


We’ll post a music preview for Project B “soon” :) In the meantime, please say hi to Mattias in the comments!


Warp Successful!

August 15th, 2010, News

You are now reading our blog from our new fancy hosted VPS! Blog comments and our forum should be up and running again, but please let us know if something is amiss.


The main reason for the move was that our previous host updated PHP to a version that broke our wiki, and they weren’t interested in doing a rollback just for us. We felt that it was time we took our destiny in our own hands, and lo and behold: the wiki is working again! :) (As an unfunny note, at our previous host we weren’t able to use the wiki, but spambots could still create spam accounts… Been cleaning that up now, though.)

/ jeb

(Picture source:

Project B Presentation

July 16th, 2010, Cobalt, Game Development, Presentations

We held two presentations during No More Sweden last week, one about our current game engine DaisyMoon, and one about Project B. So here you have a 30 minute long video clip to ease your curiosity with! The guy in white shirt is Kinten, the one in brown shirt is thewreck and the one lurking the backgrund is me (jeb).

Part 1:

Part 2:

Part 3:

I will post the DaisyMoon presentation as soon as I’ve had time to edit it.

Also check out our new widgets at the bottom of our blog! Thewreck spent an afternoon installing all of those, and hopefully it will make it easier to find old Oxeye articles :)


Update: Re-uploaded the video clips with correct aspect ratio!

The Dubai Grand Prix Scandal

July 13th, 2010, DaisyMoon, Dubai Grand Prix Scandal, Indie Life


Long time no see! We actually have a lot of stuff to tell, such as we are now working with anosou for music in Project B and that there’s more info about the game online now, but these news will have to wait just a little bit longer :)

We just came back from No More Sweden 2010 in Skövde. We had a great time and met a lot of really cool indie developers. During the event we also created a 48-hour game called The Dubai Grand Prix Scandal.


It’s a game intended for two people using two game pads, but we’ve added keyboard support as well (using ESDF and IJKL for main controls, check the readme for the other keys).

Download Windows version here (and please read the readme file!)

This game has also been made in our DaisyMoon prototyping engine. Feel free to hack around in the Lua source code!


Reflections on Starcraft 2

April 29th, 2010, Starcraft 2

As some might know, I have the Starcraft 2 beta, which is quite fun. However, for the last couple of days, I have been feeling a rising frustration with Starcraft 2 and Blizzard.

It all started when they removed what is called “wireframe spellcasting”, the User Interface feature where you are allowed to target spells and skills by clicking the unit icons in the bottom bar. Now that it is removed, you must actively find your unit, and click on it on the map. They removed a feature I loved and used, which for me destroyed part of why I was starting to like the game. Instead of improving the interface like they have done for so many parts of the game, they are now hampering the interface to force some kind of ideal playing style on players…

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Oxeye Theme Song

April 10th, 2010, Friends, Music

I’ll just leave this here… :)

And oh… Haowan is Alex May, maker of stuff like Cottage of DOOM and IGF-nominated Eufloria/Dyson! (It’s not he who is singing, though.)

/ jeb

Doublevil’s Tower Defense Mod

March 30th, 2010, Harvest, Mods

Screen-100330-01One of our forum members, known as “Doublevil,” has made a pretty rad mod for Harvest. It plays more like a standard tower defense game, with upgradeable towers and enemies attacking your base in a straight line. Doublevil has put a lot of effort into it,  you should definitely check it out! You find it here:

Some highlights:

  • 17 different towers
  • Upgrade menu (with custom-built buttons)
  • Nice use of the rush and threat level GUI items
  • Some clever particle effects (I first thought it was custom graphics)
  • Clean and pretty Lua script, you should definitely take a look

The mod suffers from a crash bug, unfortunately. It occurs sometimes when you upgrade towers, and is likely one of the bugs I’ve fixed for the long lost 1.17 patch… and I still don’t know when we’ll be able to release it… :(

/ jeb

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