Last week we released a huge update where we transformed skins into real ships with different stats and unique weapons. Hopefully this will create a more diverse gaming experience and retain players in the game.
Check out our new awesome crew portraits available in Astroflux. They were painted by Daniel Walsh who is an incredible artist.
A fictional windows phone example as a showcase for a potential employee. I just used the metro style and followed the windows design language.
@MarkedOne Game Dev Blog: Devlog - Project Mjolnir - Week 20
This week i worked on the last tileset for the game. The area will have lots of water and be an indoors environment. Since all my other tile sets feature curving / slopes, i decided to go for a more blocky approach for this one. I had a twitter discussion with Tom Happ (…
(Source: steveolofsson)
Watch our new gameplay video from the Mitrillion solar system with both PvE and PvP gameplay.
Great Scott!
We have so much going on here, the Astroflux team is working like crazy these days. So, today we have one the the biggest updates to Astroflux since the dawn of time.
1. Mission system
2. Weapon changes
3. Improved experience for new playersYou can check the patch notes here: http://forum.astroflux.org/viewtopic.php?f=6&t=217
And you can of course play the game here: http://www.astroflux.net
Check out our boss editor, not the most elegant, but it does work :P
This is our home made boss editor that we made during an Xdev camp last year. Hopefully we will get time to create some more of that cool content soon.
We just released our first game trailer ever! Go and play the game @ http://www.astroflux.net
Here are some new screenshots from Astroflux. We are getting closer to an official release now.
@MarkedOne Game Dev Blog: Devlog - Project Mjolnir - Week 6

This week i worked on the worldmap features, typical to most Metrovanias. The game world consists of Areas, each of which can have one or several entrances/exits. When i build each area i also configure where it exists on the worldmap. So that when the player moves around, he/she is mapped to the…
(Source: steveolofsson)
@MarkedOne Game Dev Blog: Devlog - Project Mjolnir - Week 3
This weeks goal was to work on the main character, making sure the platforming, jumping etc is solid. I also put effort into the hammer swing, and making sure the animation and feel is smooth. Here is the current spritesheet for the main character:
So, the hammer basically works like this, if…
(Source: steveolofsson)
@MarkedOne Game Dev Blog: Devlog - Project Mjolnir - Week 1 and 2
Welcome to the devlog of my new project, i call it Project Mjolnir but thats just a working name. The reason its called Project Mjolnir is because the main weapon in the game is a big hammer.
“Project Mjolnir (not the real name) is a Metroid like 2D platformer that is set in a sci-fi setting with…
(Source: steveolofsson)


