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"Vlambeer is building their name upon solid gameplay. It's kind of their thing." - DIYGamer
 

Super Crate Box

Super Crate Box is probably our best-known game. It’s a fast-paced and filled with action – a small, simple, freeware game about collecting crates. Available for both PC and Mac, the game won several ‘Best game 2010′ prizes and was nominated for an ‘Excellence in Design’ award at the 2011 Independent Games Festival.

These posts are related to Super Crate Box.

 

Just casually releasing an ancient prototype, announcing a game, discussing the future & letting you know what’s up.

submitted by on april 23, 2012 |

#release  #luftrauser  #luftrausers  #not-vlambeer  #ridiculousfishing  #ruimtebillen  #sstre  #spacemurder  #supercratebox  #scb-ios  

Two-hundred million crates have been collected worldwide. If you add up the crate counters in Super Crate Box & its iOS version you get a sum total of 202 341 012. Almost 20 golden crates have been collected as well, so there’s just 80 golden crates left before the next update hits. We just let loose our stats on those numbers & our calculations put that at just over 1.5 million disc-gun deaths.

Just last week during the Utrecht Indie Meetup Jan Willem and I discussed that something felt slightly off about how things were going recently. Basically, Vlambeer has been focusing on earning money for a really big project that we want to do. We’ve been doing talks, events and a lot of other, great things. But we feel that we should put the focus back it where should be: making games.

Vlambeer was founded on September 1st, 2010. As you might or might not remember, the first thing we made was Radical Fishing. We remember high-fiving for being on Kotaku for the first time ever. We took a deep breath, released Super Crate Box and everything went into a maelstrom: we were nominated for the Independent Games Festival, we won lots of ridiculous prizes, flying out to talks and events and getting offers to work on a Serious Sam game.

Vlambeer allowed us to reach all of you, create games we wouldn’t be able to make seperately and hopefully, in doing so, offering you something interesting, novel and creative to play. We’re extremely thankful for all of you that support us – every tweet, retweet, like, share, discuss and sale allows us to make the things we work on so hard. In the end, that’s what it’s about, isn’t it? It’s about the games. We think we might’ve lost track of that a bit in all the madness.

So, we’re making a small course correction. That whole money-thing for that big project? We’ll work that out later. Actually, we’ll just work that big project out later. The two of us have been doing seperate things for the last few months – ever since the Ridiculous Fishing debacle hit – and we really want to make a really good game together. So that’s what’s up next.

That thing above is the first mockup of a prototype we think has potential – so we’ve started treating that as a completely new project. We’re not quite sure it’ll make the cut, but it’s definitely something we’ve been toying around with a while ago in the shape of Space Murder. Even though Space Murder failed back then, we think it is time to venture back into space sim territory. Actually, since we never released Space Murder – we’ve uploaded the last build we made of it just after the video.

We owe the amazing graphics and music that are in place in Space Murder to Adam ‘ATOMIC‘ Saltsman, Francis Coulombe, Derek Bones and Daniel ‘C418‘ Rosenfeld. They worked on this one with us before we axed it last year. So, fair warning – this is nowhere near done, it will never be done and it’s full of bugs, incomplete art, missing audio, lack of impact and all that – it’s just a prototype, it might take a long while to load. If you don’t care about all that and just want to see what a unreleased project at Vlambeer looks like, give Space Murder a go here!

We’re still releasing what we have on schedule (& we’ve got some nice things coming up). We’re still showing up at A MAZE this week and Indiedevelopment and GDC Europe (where, hopefully, we can do an improved version of our Indie Roundtable last week) and all that – we’re just going to be a bit more efficient with doing things that aren’t related to making games.

We’re still working on Ridiculous Fishing & we think we’ll have something new to show soon. Zach Gage – the programmer on Ridiculous Fishing – has been a little pre-occupied with the amazing Spelltower sale. In the meanwhile, the feedback from the IGF judges included amazingly positive notes, such as ”Ridiculous Fishing is an instant iOS classic” & “It’s up there with the best of them as a great use to the device with brilliant art and an addicting hook. No pun intended.” We’ll keep you up to date about what’s happening with Ridiculous Fishing.

Oh & by the way:

That was the official announcement. Bye!

Super Crate Box iOS launches the fifth of January

submitted by on december 16, 2011 |

#supercratebox  #scb-ios  

Super Crate Box iOS launches the fifth of January. No refunds for iPhones broken in half.

Super Crate Box iOS news!

submitted by on december 7, 2011 |

#radicalfishing  #supercratebox  #scb-ios  

Super Crate Box iOS

It’s been way too long since we had any real news on Super Crate Box iOS, so we thought we’d pick it back up again at some really good news: We’ve just submitted the game to Apple for review! Admittedly, it didn’t make that original release date as the entire Radical Fishing cloning thing went down. On top of that it turned out the original Super Crate Box code is kind of a mess and the game is filled with little details that were hidden somewhere completely irrational deep inside the code. Halfbot has been doing an amazing job at finding and porting all that stuff for the past few months.
continue reading… »

New website launches, crowd goes wild.

submitted by on december 6, 2011 |

#gungodz  #supercratebox  


I would like to welcome everyone to our brand-new website! Now with better looks, proper interactivity and over 50% more usability. This one actually shows you what games we’ve made. Anyway, the new website works, so that is nice. We’ve got some other things to announce.
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Super Crate Box’ Birthday!

submitted by on oktober 22, 2011 |

#sstre  #supercratebox  


Exactly one year ago, we reckon most of you had never heard of us. Because exactly one year ago, Jan Willem and me were sitting in our little office in Utrecht and we had suddenly decided to add a single feature to the game we were about to release in twenty minutes. We quickly added some code to the website and the game and tested it.

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