Paperbound is coming to Steam!

October 1, 2014

I’m happy to announce that Paperbound will be coming to Steam in early 2015! We are targetting a late January launch date in order to avoid competing in the holiday big-budget blitz. Thanks to all of you for making this possible!

Posted by Dan Holbert

Gamespot is playing Paperbound today on The Lobby

September 16, 2014

I’m really excited to have the Gamespot crew playing Paperbound live on their show, The Lobby. It’s at 2 pm PST!

I’ve prepared a brand new build of Paperbound for them. Be sure to check it out!

Gamespot The Lobby - Chriss and Dan

Posted by Dan Holbert

Making Art Beautiful and Functional

August 4, 2014

One of the challenges that we have with Paperbound is creating art that doesn’t distract the eye or camouflage characters in this fast-paced game. This video shows you some simple color tweaks that we are applying to make our art work for the game. These are simple things that anyone with Photoshop and a little time to experiment can do. I hope/think you’ll find the video interesting.

Posted by Dan Holbert

Paperbound is on Kickstarter

July 31, 2014

Exciting news today. Paperbound is on Kickstarter! We have a variety of backer rewards that we’ll think you like. Please share the project with your friends, and let us know if there’s a reward you’d like that isn’t present, and we’ll see what we can do!

We’re confident enough in the game to offer a free demo on the Kickstarter page, so check it out!


Posted by Dan Holbert

Rotating Platforms!

June 4, 2014

We experimented with rotating platforms recently, and it was a huge success! So much fun. I’d like to walk you through the development of the feature, starting with the end result and then going back to show you the steps along the way.

Here’s a playtest we did the other day that proved that it was fun.

OK, now let’s take a step back and see what we did to get there. First, there are two types of movement: straight line motion and rotation. So first I added straight line motion (the easier one).

As you can see, the player collides with the platform, which is good, but he’s sliding off it and generally not interacting with it in a fun way. We’ll get to that later, but first I wanted to get rotation in the mix, which was one of the big hurdles. Correctly handling collision with rotating objects and adjusting the player’s position accordingly was no chump task.

Great, so now we’ve got rotation. But (A) our little dude isn’t sticking to any of the moving platforms, and (B), he just kind of pops inside a block when there’s no room to move.  So we’re going to address that by making the player move relative to any block he’s standing on and by squishing him to a comical death when there’s no room.

Woooo! It works. This final step is what took it from “completely not fun” to “super fun”. Then it was time to put some actual levels together and try them out, resulting in the first video.

I hope you found this fun and interesting. I’m going to be posting more dev blogs like this as we move toward shipping Paperbound.


Posted by Dan Holbert

IndieCade Entry

May 17, 2014

We just finished getting Paperbound ready for submission to IndieCade. We put art in two new levels, worked on a bunch of new characters, and built a new character selection screen.

We also created a new “exit through the page tear” feature..once you hit the score limit, a tear opens in the page, and you have to exit through it. Others can stop you, causing the portal to close. We think it adds a nice tension and works well with one of Paperbound’s defining aspects–the movement.

The sound effects have been improved massively, and Chris, our composer, created a new revision of the theme music that sounds more 1800s-y. It sounds great!

Here are images from the “Skull Kingdom” and “Dante’s Inferno” books.




Posted by Dan Holbert

Tearing the Page

May 11, 2014



To add some more pizzazz, players now spawn in through tears in the page. We’re also going to be using this tearing effect for a new gameplay feature–once you racked up enough kills to win, a tear will open, and you have to exit through it, adding some tension. I like the idea because it works well with the main hook of Paperbound–the movement. We’ll let you know how it works out.

Posted by Dan Holbert

Vote for Paperbound on Steam Greenlight!

April 14, 2014

Paperbound is now on Greenlight! Please tell everyone you can to vote for it so that Paperbound can be on Steam.

steam greenlight 500

Posted by Dan Holbert

Paperbound selected for “Best of PAX East”

April 14, 2014

Den of Geek gushed about Paperbound after playing it at PAX East. It was highlighted in their “Best of PAX East – Day 1″ article.

We think this game is going to be the digital-only sleeper hit of 2014…We backtracked and played it again after we’d done our first lap around the convention floor.


Posted by Dan Holbert

Paperbound Featured on Rock, Paper Shotgun

April 2, 2014

Paperbound was just featured on Rock, Paper, Shotgun!

“I wouldn’t want to make any blanket statements, but I think some sort of grenade-lobbing, scissor-throwing, gravity-warping arena would be an acceptable next step. Oh, what a coincidence! I’ve basically described Paperbound.

It’s a gorgeous and fast-paced game, even with just two players. Movement is smooth, not requiring any particular acclimatisation to progressing quickly from wall to floor to ceiling.”

Posted by Dan Holbert