game design, code, writing, art and music

Speebot is on Steam!

After more than 1.5 years of work, my game Speebot is on Steam!

The game, along with the demo, is coming out next Friday, but the store page is already up. I intend to listen to feedback very closely this weekend and push out hotfixes as required.

In about a month or so, when the potential bugs have been fixed, I intend to release a Linux version as well. I am also considering other store fronts besides Steam.

Also, check out this little album of Speebot gifs on imgur. I think it turned out to be a pretty good introduction to the game. If you'd like to support Speebot, you can help me out by sharing the Steam page and the imgur album!

Thanks for all the support! I can't wait to get started on my next game.

Second Speebot Demo

This is the second public demo of Speebot, full of improvements and fixes based on the feedback from the first demo. Below is the complete changelog.

New features:

  • A "Jump Hint" setting, which replaces top-down shadows
  • Angular deadzones, which make the analog stick way friendlier to use
  • V-Sync setting, on by default and configurable in the menu
  • Timer Mode (not available in the Demo)
  • Death counting, best times are recorded locally (for any% and 100% runs)
  • Statistics screen
  • Ability to restart previous level from the pause menu


  • Fixed crate collision bug (the "1-8 bug")
  • Fixed a collision issue with some rotated props
  • Most likely fixed a bug that would show shadow artifacts on some hardware when the shadows are off
  • Most likely fixed a bug with borderless windows having seams on some hardware


  • Added a default value for the controller deadzone
  • Rendering optimization of particles, text fields and UI elements
  • Way better analog stick handling
  • Analog stick is the default control mode for gamepad users
  • Game now asks you whether you want to use a keyboard or a gamepad before you start the first level
  • Automatic Borderless mode now fills the entire screen, and is now the default window mode
  • New bitmap font for black text on white background
  • Level 1-14 is a bit easier now

Play the first public Speebot demo!

Hi again!

After more than a year and a half, my work on Speebot is almost complete.

As it stands now, the game has 200 levels spread across 4 different worlds, a one hour soundtrack, plenty of varied gameplay mechanics to enjoy, cosmetics to unlock and extra modes to try out. For the truly dedicated player there is a post-game area that is unlike anything else in the game.

And to top it all off, there is a custom level editor built into the game to let the players create their own levels and share them with their friends.

Custom level editor in Speebot.
Custom level editor in Speebot.

The game is very close to being finished. I am currently in the final testing phase, although there are still some things that I want to add for the Steam release.

Because the game is powered by my custom game engine, it is likely that there are technical bugs that I could not find or reproduce on my hardware, and I'd like to fix them before the final release of the game.

This is why I'm releasing the first public demo of Speebot today! Play the first 20 levels of the game and let me know what you think. Report any bugs or performance issues here or through my contact page.

Update: second version of the demo is now available!

Enjoy, and thanks for all the support!

Speebot progress and Steam Summer Sale 2017

Hi again!

There has been quite some progress on Speebot since my last post. First of all, I've finished working on World 3 and am on my way to finishing World 4. The closer I'm getting to the end, the more time it takes to design a single level because of the increasing complexity and difficulty.

A level from the World 4 of Speebot.
A level from the World 4 of Speebot.

The new levels, as always, include new gameplay mechanics, items, and combinations of everything the player has encountered so far.

Besides that, there have been various improvements to the game itself, including better analog stick sensitivity and an addition of top-down shadows. Ever since I've published the early gameplay videos, people have been asking for an option to have the character's shadow fall directly downwards.

I am personally not convinced that this improves the gameplay, but added the option anyway for accessibility reasons. It can be now toggled in the Settings menu, and is specifically presented before the player plays the very first level of the game for the first time.

The player can select the shadow mode that they're comfortable with.
The player can select the shadow mode that they're comfortable with.

I've also made a lot of progress on the soundtrack for the game - the music for all worlds except the fourth one is complete. That means I'm almost done with this, too!

Speebot has been successfully Greenlit on Steam and will be published there when it's ready for release. Thanks to everyone who voted!

Lastly, Steam is having a Summer Sale until the 5th of July. Be sure to grab my game Hypnorain while it's 80% off!

Speebot is on Greenlight!

Hi again. Today is a big day for Speebot!

First of all, there's now an official site for Speebot. Secondly, I've released the first trailer for the game:

And finally, Speebot is now on Steam Greenlight. Please vote for it if you'd like to see the game published on Steam in the future!

Update: Speebot has been Greenlit. Thank you for all the support!