We are a small indie game dev studio from Budapest, Hungary.
Contact us at [email protected]


Our indie games

Goblin Quest: Escape!

Goblin Quest: Escape!

An award-winning dungeon crawler reverse tower defense hybrid.
Platforms: Google Play, iOS, OUYA, Amazon Fire TV, Xiaomi and Steam.
Technology: Unity3D.

Astro Bean: Time Collector

Astro Bean: Time Collector

An experimental little mobile game. A cute platformer built to test analytics and player retention methods.
Platforms: iOS, Google Play.
Technology: Unity3D.
Graphics assets created by KenneyNL.

Robot Quest: Rush!

Robot Quest: Rush!

A small endless runner built using the assets of Goblin Quest.
Platforms: iOS, Google Play.
Technology: Unity3D.

Crossy Words

Crossy Words

A prototype for a word-guessing game based on Wiktionary definitions.
Technology: Unity3D.

 

Outsourced work

Undisclosed projects

Undisclosed projects

Several of our clients prefer their projects to stay undisclosed for legal or privacy reasons. We never add items to this portfolio without explicit written consent.

Such work includes:

  • - GUI and online backend (PlayFab) integration for several casual Unity3D mobile games
  • - Multiplayer implementation in a Unity3D game using Photon
  • - UI integration for a high-profile movie tie-in game
  • - Windows/Mac ports of mobile titles

Pepperonic

Pepperonic

Task: GUI integration, gameplay implementation from scratch, new features implementation.
Technology: Unity3D, Spine.
Client: NOWWA.

MIDMUG 5Moves

MIDMUG 5Moves

Task: GUI integration, gameplay implementation via asset modification, new features implementation.
Technology: Unity3D.
Client: NOWWA.

PopCap Framework Steam Integration

PopCap Framework Steam Integration

Task: Integration of SteamWorks features (DRM, Achievements).
Technology: C++.
Client: Tri Synergy.

The Blind Chef

The Blind Chef

Task: Tutorial enhancements, graphical updates, iOS port.
Technology: Unity3D.
Client: LazyLemons.

Life of Fly

Life of Fly

Task: Game prototype creation.
Technology: Unity3D.
Client: ASBO Interactive.

Shades of Black

Shades of Black

Task: Steam integration (Achievements, custom launcher). Mac port with Steam integration and App Store deployment.
Technology: WinterMute Engine, C++.
Client: Tri Synergy.

Bosch's Damnation

Bosch's Damnation

Task: Steam integration (Achievements). Mac port with Steam integration and App Store deployment.
Technology: WinterMute Engine, C++.
Client: Tri Synergy.

Shred! Downhill Mountain Biking

Shred! Downhill Mountain Biking

Task: Steam integration (DRM, leaderboards, cloud saves).
Technology: Unity3D, Steamworks.NET.
Client: ASBO Interactive.

Building Generator

Building Generator

Task: creation of a small prototype of generating buildings based on pre-defined bounds.
Technology: Unity3D.
Created as an application for a programming project for Killers and Thieves.
Client: Candle & Key.

dorfhill

dorfhill

Task: creating a prototype for a small gameplay idea from scratch.
Technology: Unity3D.
Client: PlukIt.

Color Masked Standard Shader

Color Masked Standard Shader

Task: adding a color mask to the Unity 5 Standard PBR shader.
Technology: Unity3D.

Consulting work

Besides our indie game development we’re also taking orders for the development of outsourced projects and other programming or game development-related work.

No up-front fees.

We don’t ask for any kind of compensation before delivering the product.

Fixed prices, pre-negotiated. No hidden fees.

For each project or milestone we will give you a fixed quote based on a time estimate multiplied by an hourly cost. This is the price you pay, and nothing more. Transfer fees, purchased assets, etc. are on us.

Only pay when you’re satisfied. We take full responsibility for the product.

That’s right. This is a hard fact: there are always bugs, misunderstandings, small issues that go unnoticed. This doesn’t have to be your responsibility. You only have to pay when the delivered product is exactly what you’ve asked for. Furthermore, we offer a period of free bug fixes after payment, should anything come up.

Unbeatable price.

The cost for all services is 25-35 USD / work hour, gross. Exact pricing depends on the project, technology, deadlines and other details. While you may find people or companies offering similar services to this for a lower price, it’s guaranteed that you will not find a similar level of quality of work, communication, commitment and responsibility.

Open and effortless communication.

We maintain a close relationship with all our clients, messaging via emails, Skype and Slack, or any other app of your choice. While we’re not native English speakers, we are very fluent in both written and oral English, so communication is never an issue.

Contact

If you’re interested in our services, don’t hesitate to contact us at [email protected]

Greenlit!

After 20 days on Steam Greenlight, Goblin Quest: Escape! has been greenlit! We want to thank everyone for their support!

Now on to finishing the updated features and finding a good release date….

See you on Steam!

The story of Goblin Quest Escape! 3: The Map Editor

This is the third article in a series about the story and technical details of Goblin Quest: Escape!. If you’d like to support us on Steam Greenlight, you can find our page here: http://botbiteindustries.com/greenlight.php

This post is about the map editor we’ve created for the game. It’s built by extending Unity’s editor, and is essentially a 3D tile-based editor with lots of useful features.

Continue reading →

The story of Goblin Quest Escape! 1: introduction

The time has finally come to bring Goblin Quest: Escape! to Steam. If you want to see the Greenlight page immediately, you can find it here: http://botbiteindustries.com/greenlight.php

This post is the introduction to a series of upcoming blog posts about the background and technology of the game and generally interesting stuff we’ve been doing.

So let’s take a look at what the game has achieved so far.

Continue reading →

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