May 30, 2015

Howdy! It’s single-player time!

I’m really happy that thousands of players are out there having fun with Paperbound. I’ve been listening to what people have been saying…which is that you want more. The fact that it’s local-multiplayer-only means that you don’t always have the opportunity to enjoy it. That’s why I’m adding a campaign mode that takes you through various challenges through all the maps. You can play solo or with a buddy (1-2 players, locally). The campaign pits you against various semi-random challenges as your progress through all the books. Expect all the game modes you’re used to, plus some wacky new things.

Play it early. Help guide it.

The final campaign will be available on both our platforms later this summer. But if you’re on Steam, you can play it right now and offer your input to help guide it into what you want to play. All you have to do is opt in for the beta on Steam (just a few clicks — see “Product Beta” here). And if you bought Paperbound on PS4 and want in on this, just shoot me an email. This is a chance to talk directly with me about where the campaign heads, as well as be the first to check out other improvements. You can reach me through email, or in thePaperbound group on Steam, or on Twitter.

The initial version of the campaign is already up in the Steam beta. And even if you stay with the mainline version on Steam, you’ll notice some additions such as the narrator from the trailer commenting on double-kills, squishings, and other things that you do. There’s now more flexibility in choosing teams. And you can access the secret soccer mode by hitting the Y button in the team game types menu.

Flash Sale

The celebrate these changes and share them with even more people, Paperbound will be 40% off for 24 hours starting this Saturday, May 30, at 10 am PST. If you haven’t grabbed it yet, or you have a friend who would love it, it will be a great chance to pick it up.

Dan Holbert

Posted by Dan Holbert

PS4 Paperbound released today in Europe!

April 29, 2015

Europeans have been patiently waiting for Paperbound to hit their PlayStations, and now it’s finally available! The European version came with a wait, but it adds a few additional touches. The AI has been improved, you now have more flexibility in choosing teams (for example, you can do 3 vs 1 battles), and random level selection has been added.


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Paperbound hits PS4 and Steam on March 31 with AI Bots!

March 11, 2015


March 11, 2015:
The Paperbound team is extremely happy to announce that Paperbound will be hitting both PS4 (PSN) and Steam on March 31, 2015. We are also excited to reveal a great new addition: AI bots will be included in both the PS4 and Steam versions of the game at launch. The inclusion of these skillful bots allows solo players to enjoy the experience and is also great for simply filling out additional slots–perfect for team games with an odd number of players. Each particular AI character has their own play style and personality. For example, Juan Aguacate is aggressive and prefers melee, while Ninjeddy is more cautious and makes adept use of all available weapons. The bots also adapt to player skill level, and can be used in all game modes.  We believe that players will find the bots to be a challenging and welcome addition to Paperbound when they play it either solo or with their friends!

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Paperbound is on PS Blog today!

February 12, 2015

Today Dan is on PS Blog talking about Paperbound! Check it out!


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Entertainment Buddha has awesome things to say about Paperbound! Check out their PAX South Preview!

February 6, 2015


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This week’s Paperbound character showcase: Minion!

February 2, 2015


Hello once again, and welcome to Dissident Logic’s character preview week! I’m Mike Smith, character designer on the indie brawler Paperbound. This is the last week of our character previews! Thanks for your time and your interest in our game, the world, and the crazy characters that inhabit it! What better way to end our character preview week then with a journey that goes straight down…

To hell.

The Minion, a flame demon from the book of Dante’s Inferno was a fun little creature to design. Below is his final in-game appearance with his classic red leathery skin, beady yellow eyes and black, soot colored appendages.

The demons were an interesting lot. I wanted to keep them classical with the typical red skin, yellow eyes, bat-wings, pitchforks and a mouth full of over-sized teeth. They were spiritual creatures that had only one thing on their minds: malice. These next few images show some of the various concepts of the character. A few of the creatures below don’t have wings and were seen as the overlords of the underworld. I attempted a female version of the demon, but it never made it into the game. I actually used Marilyn Monroe and the female gremlin from “Gremlins 2″ as inspiration. Because they look great together right?


Minion-Char-Sheet-2 Minion-Char-Sheet-3 Minion-Char-Sheet-4

A hammer imp.


Larger, flying demon.


One of the demon lords below.


Once the sketch work was wrapped up and we found our demon, I started with the color work. I mainly used colors found in fire, lava and soot. He has the color work of pretty much anything that can burn, cause pain and ultimately bake you alive. I avoided anything with green hues or life giving swatches of color. They were creatures that took life and had no richness or pleasing qualities to their appearance. When you looked at them there was nothing soothing about them. They radiated pain and the feeling of burning.

Fun color palette to work with if I might say.


Next up was his weapon. I decided to go old school on this and give him the classical weapon demons have always been associated with…the pitchfork. Anything else I put in his hands simply didn’t seem right. I avoided typical gun metal coating and gave the weapon the colors of flame and fire. The pitchfork went through only a few changes overall, mostly in weapon thickness and length. You can see the result below. At one point I thought a whip might be interesting, but in the end, the pitchfork won.


Lastly was the demons main menu selection screen. I have provided a few sketches and the final render below. Though I enjoyed the look of the skull cliffs, the steam vent worked the best. Early on, I thought about a cliff made of corpses, but at that point the “E” rating would have rapidly slipped through our fingers. Needless to say it didn’t end up in the final game.


Well that’s a wrap! Over the past eleven weeks we hope you’ve enjoyed this close-up look of our characters. Thanks for all your time, patience and interest in our game. It has been a long road, but a road paved in hard work, creativity and fun. For more updates, announcements and news, check out our Facebook page. Thanks again, and we will see you on the battlefield on PS4 and Steam this February!


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Paperbound character showcase continues! Today’s character: Jasmine!

January 30, 2015


Hello once again, and welcome to Dissident Logic’s character preview week! I’m Mike Smith, character designer on the indie brawler Paperbound. This week we take a look at our female fighter Jasmine, emerging from the same doodle universe as our main character Eddy.

Below you can get a glimpse of Jasmine’s final in-game design. She actually is slightly taller then Eddy and has a wonderful, graceful glide to her combat style. When I set out to design her I got the feeling she had been “outside” of her book before, traveling throughout various classics and managing to return in one piece. This wasn’t in a design doc of any kind, just a general feeling I got while putting her together. She was fully aware of the dangers outside of her own book. To her…Eddy was a chump. She had simply been there, done that!

This next image takes a look at her various costumes. She had an outfit to fit any of the books, ranging from a sleek ninja design, a barbarian armor set and at one point a set of Joan of Arc heavy armor. But that idea was never fully explored. You can see a few of her mock-ups below.


Once we got a look down, I experimented with various color options for the game. You can see several sets below, including one with her dressed in her ninja apparel. Bright, vibrant, neon like colors were the focus.


This final image shows the creation of her in-game menu selection screen. Both her and Eddy share the same design overall, with the large swirl and torn paper at the edges. Both the clouds, and sun behind her change tones to match her various color profiles.


We hope you enjoyed this brief look at one of the many fighters to grace the screen in Paperbound. We have only one fighter left, so we hope you can pop in next week to see the last update! Thanks for taking the time to look at our work, and make sure to check out our Facebook page for additional news and updates!

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Paperbound is on GameSpot!

January 30, 2015

The Paperbound team got a chance to sit down with Erick Tay and Mary Kish to lob some ink bombs!


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January 27, 2015


Save the date!  Paperbound is going to be having a tournament at Giant Robot in LA on February 7th from 6PM!  The team owes a huge thanks to AngryBananas, Destructoid, and Giant Robot for making this happen!

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Paperbound character showcase continues! Today’s character: Mastodon!

January 22, 2015


Hello once again, and welcome to Dissident Logic’s character preview week! I’m Mike Smith, character designer on the indie brawler Paperbound. This week we take a look at a colossal pachyderm wielding a hammer of stone into battle: The Mastodon.

I have to admit, it was rather difficult to pick out a unique creature from the Journey books. You could easily pick out a dinosaur but I thought that was a tad too easy. Early in the development process I purchased a copy of “Journey” and each night would write down possible characters to expand upon. These would range from rock creatures, walking petrified trees and moss covered mushrooms. At one point I even had an army of spear totting squids.

However, it wasn’t until late in the book where the exploration party encounters a herd of mastodons that my creative juices started to flow. Next to the Scarab, the Mastodon is one of the biggest fighters in the game.

It only took a small number of sketches to find the look of the character. In one of the illustrations I gave the Mastodon an ivory tusk sword. At first this seemed almost sacrilegious and somewhat morbid. However, the ivory blade was taken from a fallen brother, crafted, sharpened and used by a fellow mastodon to enact revenge. The war paint they use, from various mushrooms and insects, was inspired by the war paint Indian tribes would decorate themselves with just before battle.


Once the general feel of the character was worked out I moved on to color. Using an existing conceptual sketch I plotted out various versions for his skin and war paint.


One of the next pieces involved his weapon of choice. I ended up creating three to four different versions of his hammer in the end, including a quick render of the ivory sword and club made from a tree trunk. You can see a bit of that progression below. We ended up mixing a few of the hammers to get to our final design.



In these final images you can see the overall progression of the Mastodons (I used to call him Mammoot) menu selection screen. I referenced a lot of Riou’s original pencil work for the look of the mushroom. Once we paired that with the cavernous background, it all came together.


We hope you enjoyed this brief look at one of the many fighters to grace the screen in Paperbound. We have only two fighters left, so we hope you can pop in next week to see the latest update! Thanks for taking the time to look at our work, and make sure to check out our Facebook page for additional news and updates!

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