ᐊᑕᓇᕐᔪᐊᑦ (ᐅᖃᐅᓯᖅ ᐊᑕᐅᓯᖅ ᓈᒻᒪᔪᐃᑦᑐᖅ)

Posted by on Jun 19, 2013 in Dev, iPhone/iPad, Love, Osmos | 6 Comments
ᐊᑕᓇᕐᔪᐊᑦ (ᐅᖃᐅᓯᖅ ᐊᑕᐅᓯᖅ ᓈᒻᒪᔪᐃᑦᑐᖅ)

Last year, Ryan Oliver – a developer from Nunavut – reached out to us. While playing Osmos he had noticed an achievement we named “Atanarjuat”, earned for completing the game’s “Chase” stage. This was a nod and a reference to a wonderful Canadian film Atanarjuat: The Fast Runner, based on an ancient Inuit legend. (yup, […]

"Physics of Osmos" Video Contest!

Posted by on Nov 18, 2011 in Love, Osmos | 2 Comments

I should start by saying that Osmos is the most rewarding project I’ve ever worked on: it’s received tons of love and wonderful feedback from fans and reviewers alike, has won a bunch of amazing awards, over a million people have played it, and it’s been a pleasure in and of itself to create. But, […]

One-day 99¢ Equinox Sale!

Posted by on Mar 15, 2011 in Love, Osmos | 5 Comments
One-day 99¢ Equinox Sale!

Spring equinox is in the air, dear motes, and you know what that means! Well… technically, it means the center of the Sun will lie in the same plane as the Earth’s equator. But to put it in context with our daily lives: night and day will be nearly the same length everywhere on the […]

iOS Wallpapers + Ringtone

Posted by on Jan 21, 2011 in iPhone/iPad, Love, Osmos | 4 Comments

For those of you that missed it, we “bundled” the iPhone version of Osmos with 5 other indie devs’ games during the holidays to raise money for charity. The result: together we raised $35,134.78 for Child’s Play! Needless to say we’re really pleased with this. During the sale, we put together some free shwag to […]

Indie iPhone Holiday Sale!

Posted by on Dec 20, 2010 in iPhone/iPad, Love, Osmos | One Comment

‘Tis the season… to bundle wonderful indie games! A number of us have gathered together for an iPhone holiday sale in a similar spirit to the Humble Indie Bundle. Here’s the scoop: There are six games in the “bundle”, although each are sold separately on the App Store: Osmos, Canabalt, Eliss, Drop7, Solipskier and Spider. […]

Apple’s iPad Game of the Year!

Posted by on Dec 11, 2010 in iPhone/iPad, Love, Osmos | 4 Comments
Apple’s iPad Game of the Year!

Wow, wow, and wow! Apple just announced their four prestigious apps of the year — and they’ve selected Osmos as iPad game of the year, 2010! What more can we say but… THANK YOU ALL!

Osmos in an arcade cabinet at Nuit Blanche

Posted by on Sep 28, 2010 in Love, Osmos | No Comments

Osmos will be appearing at Nuit Blanche in Toronto this coming Saturday, as part of the Hand Eye Society’s ‘Arcadian Renaissance’ installation at the TIFF Bell Lightbox. Swing on by any time from sunset to sunrise and check out six great Toronto indie games on old-school arcade cabinets. Retro-licous! Visit the Nuit Blanche website for […]

Love is all you need

Posted by on Sep 20, 2010 in Game Design, Linux, Love, Osmos | One Comment

Remember the Indie Love Bundle, where we banded together with five other independent developers to create an award-winning games bundle? Well, it’s baaaack and on sale again! And this time it brought along a kid brother, a brand new bundle called the Indie ‘Summer of Love’. What better way to head into fall than to […]

Porting Osmos to Linux: A Post-Mortem (part 2/3)

Posted by on May 18, 2010 in Game Design, Linux, Love, Osmos | 45 Comments

Welcome to the second installment of our three-part Linux post-mortem. Part 1 lay the foundations for the article and where we’re coming from. Today’s post directly addresses the question “What worked and what didn’t?” with a set of ‘pros and cons’ that cropped up during the port. The final post will offer a more nuanced […]

Porting Osmos to Linux: A Post-Mortem (part 1/3)

Posted by on May 17, 2010 in Game Design, Linux, Love, Osmos | 26 Comments

A couple of weeks ago, we announced the release of Osmos on Linux. Even before I had finished the port, we had been invited by a few members of the Linux community to do a post-mortem on our experiences. We were asked, “What would have made the port easier?” It was pointed out to us […]

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