Darkness is calling, and so is Odallus Beta

Darkness is calling, and so is Odallus Beta


Odallus is currently in beta test and release date will be announced in the following weeks. But there is still time to join the beta test!

All pre orders placed until Sunday (5th July) through the Humble Widget or Store instantly get a Steam key for the beta version. But only until July the 5th, all pre-orders made after that will have to wait until full release to play Odallus!


Posted by Thais in Games, News, Odallus, 0 comments
JoyMasher at GDC!

JoyMasher at GDC!

thou shalt not pass!

Odallus is on its final stages of development and we will be attending at GDC at San Francisco 2nd-6th March! So if you are also around, look for this guy to check the game:


He might be without the beer glass (or not), but he answers by Danilo.

Posted by Thais in News, Odallus, Team, 4 comments
Odallus and facing your own demons

Odallus and facing your own demons

Zaku, Oniken’s protagonist, was a typical hero’s journey. It had his first denial, he had companions that at first didn’t liked him, he had a chance to prove himself worthy of their trust and he fights the big giant robot in the end. Haggis is a bit more complex. He travels this world alone, he must face this problem alone. That is because Zaku’s problems were in the outside world, the world was his problem and more people could help him the merrier. That’s not true in Odallus, the problems in this world are a reflexion of Haggis own problems, his pasts choices and his present actions.  must

Posted by Thais in News, Odallus, 0 comments
Oniken hits Steam

Oniken hits Steam

Oniken is now available on Steam! This version of Oniken has updated graphics, new and rearranged soundtracks, stage rebalancing, Steam integration features such as leaderboards and achievements, and the new Hardcore mode.



In this new gameplay mode, player must beat the game in one run without continues which guarantees extra points to the final score and revelations about the real ending.

The standard price is USD$7.99, £4.99 or €5.99 but during the launch week all regions will have a 30% discount. Oniken is available for PC, Mac and Linux and has subtitles in Portuguese, French, Spanish and Czech.

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Desura players, do not worry! Desura version will be updated as well! And if you prefer to play it on steam, we will have by the end of the week a tool that grants Steamkeys for desura key owners. If that interests you, stay tuned on out blog here or our twitter and facebook page!


Posted by Thais in Games, News, Oniken, 7 comments
A pack of fresh screenshots!

A pack of fresh screenshots!

It has been a while since we didn’t post anything about Odallus. We were working hard on new enemies and new stage. Here is a pack of fresh screenshots from Odallus!








Posted by Danilo in News, Odallus, 6 comments
Odallus on Indiegogo!

Odallus on Indiegogo!



Yeap, Odallus is now on Indiegogo! Gogo get it! :D

Get the Demo

Steam Greenlight

Posted by Thais in News, Odallus, 0 comments


In the last couple of weeks we have been releasing some teasers about our new game, but as a good burlesque dancer we didn’t showed too much in the beginning of the show. Now we are ready to take our sequin skirt and reveal more about the project, the game we call Odallus:The Dark Call!


On an ancient times, a warrior tired of fighting returns home just to discovery his battles have not yet ended. A Dark Lord and his scourge army ravaged his village leaving no good soul alive and continues his path of destruction in search for the Ultimate Power. Now, it is up to him to put a stop on this cursed destruction before it is too late.


Odallus will be a classic exploration/action game, inspired by Ghosts’n Goblins, Demon’s Crest and Castlevania. We want to have more exploration in Odallus, so we are not going to give you such a frenetic gameplay pace as in Oniken, but also don’t you think you will be hunting for butterflies in the game. This land is seriously wicked and there is no place for wussies.

Posted by Thais in Games, News, Odallus, 13 comments
Yes, we love pixels

Yes, we love pixels

The creation of our first game, Oniken, gave us a lot of feedback and it was pretty cool because we could see if people were enjoying or not our games and why.

Publishing Oniken on Greenlight was great too, because the feedback we got earlier was mostly from people that bought the game. In Greenlight, you try to convince people that your game deserves to enter in Steam catalog, with videos and screens. However, most of the negative feedback (almost all of them) wasn’t about our game as a whole but instead about the retro visual style, some users even saying the game is “from the time of my grandmother” or “if this game was released in 80’s it was be a success, but today it’s a waste of time and effort“.

Recently, a big brazilian website about game news mention one of our last blog posts about the new game that Danilo is working on. We got really proud of it since finally we could get some feedback from our country fellas, but the feedback was mostly negative, with jokes about “gamedev coming to Brazil with a 15 years of lag” and comments complaining about the game graphics.


We don’t take these comments seriously because the retro style adopted was a tribute and this don’t affect the fun factor of the gameplay. In Oniken, for example, we wanted to make a game with 8-bit graphics because in the 80s video games had to be short due to hardware and developing limitations, so the developers made them very hard so players played much more. That’s why Castlevania, Ghosts n Goblins, Megaman and so many other classic titles are hard, to make the experience last longer. That doesn’t mean that we can’t make other visual styles games (Oniken’s first prototypes had a 16bits art), that’s simply a obsession by pixels and the 80’s difficulty that made Danilo Dias and Pedro Paiva create the game.


I think that today games are all about the same thing. The first person shooters like the Battlefield series or the Call of Duty only have small changes in the gameplay and new maps, but essentially are the same game, version after version. Assassin’s Creed series make a new game every year with the basic same premise. The new Tomb Raider game doesn’t even have as many puzzles as the classic versions. Big companies create incomplete games and sell DLCs after release to finish the game and sell it sooner (and sometimes also ships DLCs “on-disk” too). Some of these games don’t even let the player think by himself or entertain, just ask him to kill anything that moves and try to enjoy the ultra realistic graphics.

Today, most of the gaming industry teaches younger players that games are all about 3D graphics and disregards fun. If your game don’t have this graphical standard, then your game sucks. It’s sad see so much game developers prioritizing graphics and putting the fun factor not as a priority.

Obviously, it’s great to have more and more powerful machines handling better resolution textures, more powerful shaders and polygons on screen, but we want to see fun games too, and no computer or videogame console can do this alone without the help of the game designers. Here we enter, to try to make the difference.

Yes, we love pixels, and we love to create games.

Posted by Keyo in News, Opinions, 1 comment