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Were really excited (and a little bit tired) to announce that our new game, Dungeon Golf has launched!!
https://store.steampowered.com/app/2144040/Dungeon_Golf/
Its been a crazy ride from an idea while playing minigolf with my family, to Valve featuring us during Next Fest and being part of Awesome Indies at Gamescom. Its a special kind of thrill as a developer to see people playing and enjoying your game.
[previewyoutube=DYpPSxGylDc;full][/previewyoutube]
Yesterday we revealed our early access Roadmap so you know whats coming next! SPOILERS: Its more Dungeon and more Golf!
https://store.steampowered.com/news/app/2144040/view/3726221441159332111
If you encounter any bugs or have suggestions for how to improve Dungeon Golf during Early Access, were all ears! Best place to share that is right here in the in-game bug reporting tool. You can read more about that here in the Steam discussion forum.
If youre searching for some online golfing buddies, head on over to the AntWorkshop Discord!
Its time to smash your friends off the course, set those Golf Quest PBs and see what the dungeons have in store for youI cant guarantee they will be kind! So select your favorite character out of a host of whacky putting prodigies and well see you in the Dungeon!
Tony and the Ant Workshop team
Hi there! We've had a nagging feeling for a while that there was something we forgot to do, and this morning we realised what it was - we'd never officially announced that Binaries is available for Linux! Thanks to the keen fans in this discussion we got a Linux build working a while back, and quietly made it available. Since nobody shouted about any major problems that they couldn't work around, we thought we should make it kind of official. Now, if you read that discussion you'll see that we're a tiny dev and that our knowledge of Linux is very limited, so we've not had a lot of different configurations to test on, and even if we did come across issues we wouldn't really know the workarounds you might need to use.
Hi there! We've had a nagging feeling for a while that there was something we forgot to do, and this morning we realised what it was - we'd never officially announced that Binaries is available for Linux! Thanks to the keen fans in this discussion we got a Linux build working a while back, and quietly made it available. Since nobody shouted about any major problems that they couldn't work around, we thought we should make it kind of official. Now, if you read that discussion you'll see that we're a tiny dev and that our knowledge of Linux is very limited, so we've not had a lot of different configurations to test on, and even if we did come across issues we wouldn't really know the workarounds you might need to use.
Hey Binaries-fans, how have you been. Good? Yes, us as well.
Have you been keeping an eye on the in-game "total deaths for all players" statistic recently? If you had you might have noticed that poor Blue and Orange have reached a spiky end [strike]42[/strike] 101,010 times.
"But who's died the most," you're probably wondering right now, "and which levels are the biggest killers of delightfully abstract coloured balls." Well, we're glad you asked (but we're not going to answer the other, much more personal, question you're thinking - you big flirt) because we knocked up this little infographic to answer exactly those questions. What a coincidence!
Anyway, we thought that all of this was pretty cool and exciting, and so we rolled out the update wagon with a few bits and bobs we've been tinkering with (and also because it meant we could get the version number to be nice and binary again because that sort of thing is important to us).
As well as some potential bug fixes for small issues some of you have let us know about, we've also added bonus "visual styles". You can select any of these from the main menu whenever you want (they're a little gift, so we're not going to be mean and make you work for them). The styles are...
Hey Binaries-fans, how have you been. Good? Yes, us as well.
Have you been keeping an eye on the in-game "total deaths for all players" statistic recently? If you had you might have noticed that poor Blue and Orange have reached a spiky end [strike]42[/strike] 101,010 times.
"But who's died the most," you're probably wondering right now, "and which levels are the biggest killers of delightfully abstract coloured balls." Well, we're glad you asked (but we're not going to answer the other, much more personal, question you're thinking - you big flirt) because we knocked up this little infographic to answer exactly those questions. What a coincidence!
Anyway, we thought that all of this was pretty cool and exciting, and so we rolled out the update wagon with a few bits and bobs we've been tinkering with (and also because it meant we could get the version number to be nice and binary again because that sort of thing is important to us).
As well as some potential bug fixes for small issues some of you have let us know about, we've also added bonus "visual styles". You can select any of these from the main menu whenever you want (they're a little gift, so we're not going to be mean and make you work for them). The styles are...
Hey chums, it's new update time, so say hi to version 1.0.2 and the much-requested feature of level preview images! (And yes, we've ruined the nice binary version numbering. We are pretty sad about that but it was worth it for this handy feature.) In the map if you select a level you've already completed you can see its layout underneath your current rank and time record. This should make it much easier for you to find favourite levels to replay. Also I noticed today that you terrible lot have collectively killed Blue and Orange over 80,000 times since the game was released last month. You really really should try to take better care of them, you know. As I mentioned last time, there's a community discussion thread for you to see what features we're thinking of adding, so please let us know which you'd prefer us to work on next and also suggest things you'd like to see. (And thank you so much to everyone who's left a Steam review, we love reading every single one, and it's a huge help to relatively small and unknown indie games that people who stumble across it see that you're all enjoying it.) Cheers, Tony (King of ants)
Hey chums, it's new update time, so say hi to version 1.0.2 and the much-requested feature of level preview images! (And yes, we've ruined the nice binary version numbering. We are pretty sad about that but it was worth it for this handy feature.) In the map if you select a level you've already completed you can see its layout underneath your current rank and time record. This should make it much easier for you to find favourite levels to replay. Also I noticed today that you terrible lot have collectively killed Blue and Orange over 80,000 times since the game was released last month. You really really should try to take better care of them, you know. As I mentioned last time, there's a community discussion thread for you to see what features we're thinking of adding, so please let us know which you'd prefer us to work on next and also suggest things you'd like to see. (And thank you so much to everyone who's left a Steam review, we love reading every single one, and it's a huge help to relatively small and unknown indie games that people who stumble across it see that you're all enjoying it.) Cheers, Tony (King of ants)
Hi there! Today we've released our first update for Binaries, v1.0.1. As the version number suggests, this is just a small bunch of quick fixes and changes, bigger updates will come later (also we really couldn't pass up the opportunity to use a nice binary number like 101). So what's in this update?
Hi there! Today we've released our first update for Binaries, v1.0.1. As the version number suggests, this is just a small bunch of quick fixes and changes, bigger updates will come later (also we really couldn't pass up the opportunity to use a nice binary number like 101). So what's in this update?
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