New (beta) version of Crashed Lander

Howdy Crashers! I've posted a new version of Crashed Lander to the Beta channel for all platforms. This version includes a new camera system and a few other cosmetic changes. It also includes some player-suggestions additions like a toggle for inverted mouselook and adjustments for the gamepad deadzone. 

To opt-in to the beta channel: Right-click on the game icon in your library, choose Properties from the pop-up menu, click on the Betas tab, then choose the _beta option inthe drop-down menu. Your game should update itself to the new version automatically. 

New version of Sky Is Falling

If you do try the beta I'd love to hear how it's working for you. Drop a note over on the forums or send me a message at Once I'm sure that the new version is working I'll push it over to the main channel for everyone to play. 

July 6th - v2.6 beta 

  • New, smoother camera. The cam now zooms out a little as the lander speeds up and smooths out the transition when you turn sharply. Looks nice and should be more comfortable for some people in VR. 
  • New keys to control the gamepad deadzone - 0 and 9. This should help folks who have old, very loose gamepads. Player suggestion. 
  • New key to toggle inverted mousleook - V. Player Suggestion. 
  • New version of the Sky is Falling and Ring Runner Twins levels. The landscapers finally came by and spruced the place up. :) New particle effects on these levels, too. 
  • New path the the Ring Runner Horns level. 
  • Optimized the Jungle Fog levels. The old version was causing poor performance on the Rift, so I cleaned it up a bit and put in a more efficient fog effect. 
  • Both game modes now share the same control scripts. This will make it easier to make changes in the future. 
  • New Brain Blinks splash screen on load. Skippable with spacebar or mouseclick. 
  • Music is now off on the tutorial level. Player Suggestion. 
  • Fixed a glitch where game gets stuck in slow-motion mode when restarting. 
  • New particle effects when the lander explodes.

Crashed Lander launching on Steam today

Woohoo! I've finally navigated my through the Steam Greenlight jungle and am ready to launch Crashed Lander on Steam. Very excited to be getting my creation in front of many more game playing eyeballs. :) There's also a new version of the game (v2.5) with 10 new levels, smoother physics, and a fun reward system to help players track their progress through all 44 levels.

Gonna be a busy week as I keep track of new customers, promote the launch and deal with whatever problems crop up. Really not sure how many sales this will generate, but I am cautiously optimistic. I think I have a pretty good community built around my little game and I'm hoping that will help me stand out from the crowd of games on Steam. 

I've had to put XenoFarm on the back burner for a bit. All I can do to keep on top of Crashed Lander right now - but I'll be back diggin in the dirt this Spring.

XenoFarm Dev Diary #3

I've posted another developer diary for XenoFarm. This time I talk about improvements to the soil simulation, growing grass, procedural terrain, and the new ArtsyChoke plant. Excited about my progress - it's fun to see some of these systems coming together and interacting. 


Here's what's been happening in my virtual studio

I took a month off from game development - and most of my other projects, too. I needed to rest my brain and recharge my creative batteries. It's nice to just let ideas simmer in the back of my mind sometimes, makes for good progress when I get back on-task.

I'm working on XenoFarm, improving the simulated soil that the plants will call home. I've settled on three types of soil to go along with the other variables that will affect growth. All based on real life but simplified and abstracted to fit into the game world - and match my coding skills. I'm happy with the way the textures of the terrain will help communicate what's happening in the soil. With some experience, the player should be able to just look at the soil and know its type and how it needs to be worked.

Next on my list is the lights that will supply the energy. I have some fun ideas for colored lighting that will stand-in for seasons on the player's terraformed planetoid. After that, a few more prototype plants and then I'll get the player to harvest the fruits of her labour. :) My plan is to have a playable prototype of XenoFarm in January. 

I've also been working on an update to my Widdly Tinks game. I started messing with Unity's new UI system and that turned into a full-on remake of Widdly Tinks. The new version has a new interface, more game modes, customizable Tinks and spiffy new graphics. Should have that out by the end of the year.

Nothing new for Crashed Lander since the VR update last month. I'm still trying to find a good way to re-combine the VR and monitor versions of the game. Soon as I do I will be adding some new levels.

Fleuron is still a thing, just waiting for my mood to match up with my intentions. I don't often feel like talking on-camera so I generally just wait for the right mood to strike me. :)  If I don't then my delivery is just too bland and boring. Lots of fun stuff packed into the Toybox  next time.

Thanks for stoppin' by my studio! 


Crashed Lander update

Hello Crashers! I wanted to say a quick hello to everyone and post a few bits of news. 

I've just posted another update to the VR demo and full VR version of the game. Oculus has updated the RIFT SDK and Unity pkugins several times over the last few months. I'm doing my best to stay current with the newest SDKs, but it does slow down my work on other updates. Good news is that the VR version is looking great! Lower motion latency, faster physics sim, and a few other improvements to go along with the 0.4.3 SDK. 

I'll be adding the updated physics sim to the monitor version soon. Right now my project files are kind of fractured. I currently have 4 separate versions of the game files which is making it hard to keep everything updated at once. This was caused by changes in the Unity plugin - I can't just toggle the VR cameras on and off like I could in older version. I'm looking for a solution to this problem. When I find it I can bring the projects back together and it will be much easier to roll out future changes to everyone at once. I'm still planning on some new levels, and those will be added as soon as I can get the monitor and VR version re-united. :) 

Greenlight votes are still trickling in, but we are still stuck at about 50%. o.O I appreciate all the support everyone has offered and I'm sure that Crashed Lander will be on Steam eventually - even if it takes the rumoured death of Greenlight to make it happen. o.O Just a reminder that everyone who purchases the game on my page will also get a Steam Key when I do finally make it there. 

Thanks again for all of your support and keep on Crashin! 
Don Whitaker 

New demo version of Crashed Lander for Oculus Rift DK2

I've posted a new DK2 compatible version of the Crashed Lander demo. I've had generally positive feedback on the 0.4.1 SDK versions of the full game so I decided it was a good time to update the demo. Both the demo and the full game are now using the 0.4.2 SDK. 

The demo is available for Windows and OSX and includes 6 full levels from the main game.  Grab it here: You can also still get the standard 'monitor' version of the demo. (^_^)

Crashed Lander Beta 2 is Ready

I've posted another new build of Crashed Lander! This one features fixes for various menu issues and gamepad controls plus 3 new levels. Crowd Control will have you herding spheres to make room to land. Rollin' is a simple physics puzzle. Seeker's Canyon is a huge level with a variety of alien artifacts and arcane structures to explore. It also features random landing pad locations - every time you play it will lead you on a new path of discovery. 

I'm getting very close to the final version now! Just a few more levels and some final touch-ups to go. The Ring Runner mode is coming along nicely, too - but I'm saving that for the final release.  (^_^)

Seeker's Canyon

Seeker's Canyon

Crashed Lander on sale at IndieGameStand

Crashed Lander is the featured game on IndieGameStand from May19th to the 22nd! You can Pay What You Want for the game! If you beat the average price you'll also get the soundtrack and a special model viewer featuring some of the 3D fractal shapes from the game.

Get a close-up view of some of the fractal shapes from the game

Get a close-up view of some of the fractal shapes from the game

This sale should bring lots of new eyeballs to Crashed Lander and should bring plenty of Greenlight votes, too. Anyone who purchases on IGS will also get a Steam key when I get on Steam. I'll be on the IGS Twitch stream on the 19th at about 8pm EST, that's 1:00am GMT. They'll be playing Crashed Lander while we talk a bit about the game.

I've also posted a new version - calling this one the Beta since I'm getting so close to release. There's another new level, some tweaks to the gamepad controls, and several small bug fixes. I've made the Swingset level a little easier, too. The previous version was causing rage quits. :)