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“Most challenges stem from my haphazard make-it-up-as-you-go approach to making games”

"We wanted to make a more polished version of Tower of Guns"
Joe Mirabello shares how working on Mothergunship has differed to his solo project

"We're able to respond to fickle demands of the games industry much faster than traditional, big studios"

How a group of game development noobs ended up working with Croteam
Binx Interactive's journey to from mobile games to working with Croteam via Reboot Develop

How Motion Twin stopped Dead Cells being just ANOTHER game with roguelike pixel art Metroidvania elements
Marketing and comms man Steve Filby takes us behind the scenes on the French-made indie hit

Why Onebitbeyond wanted to make a roguelike title with broader appeal in Swords of Ditto

Roll7 wants Laser League to be the next Rocket League
Studio co-founder Simon Bennett takes us behind the scenes on Roll7's most ambitious title yet

"We want to have our own identity" - Storm in a Teacup refutes Close to the Sun's similarities to BioShock
PR and marketing manager Eleonora Lucheroni tells us more about this art deco narrative title

"None of us had ever made a game before" - Phantom 8 takes us behind the scenes on supernatural shooter Past Cure
Managing director and producer Simon Gerdesmann tells us more

"We feel the co-op shooter market is underdeveloped" - Ghost Ship Games talks Deep Rock Galactic

'Crossing Souls isn't about the 80s - it's about the magic of anything being able to happen'
Spanish developer Fourattic talks Stranger Things, pixel art and Kickstarter

"You can stretch yourself and get out of your comfort zone" - Foam Sword talks Knights and Bikes

Life after Early Access – Genital Jousting's journey to release
"Early Access gives us an opportunity to gauge player interest"