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      Game Development — pixel art

      Little Medusa's Multiplayer Roster

      Little Medusa's Multiplayer Roster

      Hello there to all the stone pushers! We know you’ve been waiting for an update on Little Medusa’s multiplayer mode, and today, we’re finally allowed to spill some details on how our take on the battle royale formula is shaping up!

      So how would the game play out? We’re happy to report that we feel like we’ve successfully translated Little Medusa’s core gameplay mechanics and transformed it into a multiplayer experience that would be easy to learn for all kinds of players (while still providing enough wiggle room to show off a skilled player’s mastery over the game’s unique mechanics). Each player will still be trying to utilize the pushing mechanics of the single-player mode to eliminate the other players and be the one to come out on top.

      There are also quite a number of settings that you can adjust to fully customize your playing experience. You can toy with the number of lives that each player starts with, the amount of time that you have to duke it out, one-hit kills, item spawns, and even enemy spawns. No matter how you adjust your options, the end goal remains the same: be the last one standing!



      As for the specifics, we’ll slowly be rolling out details for the twelve maps and the myriad of items and enemies. For now, let’s give you some specifics on the five playable characters, with each character having two different attacks! Of course, we can’t have a character roster for Little Medusa without the titular character herself: Medusa plays pretty much the same way she does in the main game. She can petrify enemies with her Petrification Gaze. Petrified enemies can be pushed into walls for damage or pushed off of the level. Her other attack, Boulder, creates a boulder that blocks movement and also acts as a wall. These two attacks can be combined in clever ways, allowing Medusa players to create a boulder to smash petrified enemies.



      Our next two characters are Poseidonna and Heliemis. Poseidonna can create waves that push everything in their path off of the level with her Tidal Wave attack. She can also create a small bubble in one adjacent space to push enemies with her Bubble Shield. Both of her attacks don’t do any damage, but her insane pushing power makes her a force to be reckoned with. On the other hand, Heliemis’ Mighty Wind attack creates a gust that travels up to three spaces away and deals damage. The Tornado Pull attack creates a tornado that lasts for five seconds, pulling enemies in if they go near it. This allows for some wicked setups to trap an enemy in a tornado while blasting them with Mighty Wind.



      Our last two characters, Ermolai and Averna, round up the elemental quartet. Ermolai is the earth dude, and he’s all about creating holes in the ground. Pitfall doesn’t do damage but instead creates a hole in the ground. While this may seem underwhelming at first, if you manage to put a hole underneath your opponents, they instantly lose a life! His other ability, Earthquake, creates four holes around a 2x2 area, but it does resolve slower, so it’s trickier to make enemies fall off of it. It’s a good thing that it does damage! We’re only missing the fiery member of our group, and that’s Averna. She’s probably the simplest character in the game, but also the most damage-heavy. Both of her abilities will deal damage, with Fireball being a simple projectile that will deal damage upon contact and will deal additional AOE damage around it. Flame Pillar also does damage, but travels slower and has a lower overall distance, but utilizing both of her abilities can allow Averna players to take control of the battlefield.



      For now, we’re still at the balancing stages of the game, so we’re still checking out the numbers on these characters, but for the most part, these attacks are pretty much ready to roll. We want all five of them to be playable in some amount instead of any single one of them to dominate the playing field. We’ll definitely be telling you more about the other aspects of the game in the future, though, so stay tuned to our social media channels for further updates! You can also head on over to Mega Cat Studios for more retro gaming goodness.

      Bite the Bullet - Dev Log 1

      Bite the Bullet - Dev Log 1

      Run & Gun, Saw through flesh a new-fashioned way or drill through enemies with fast-paced gunslinging with Bite the Bullet. This game combines some of our favorite game elements, ever, with some fun platforming, skill shots, power-ups, and fast gameplay. Also, cannibalism.


      In the 2Xth century, urbanization and pollution caused food and resource shortages. Humanity was able to adopt through technology, devising biologically-implanted nodes which allowed them to consume and metabolize any material, living, or inorganic.

      This necessity sparked a trend in biological manipulation, and soon mankind split itself into two species – the Celestials, who embraced bio-mods and expanded across the stars from their new lunar home; and the Ghouls, descendants of humans who never utilized the consumption nodes and remained behind on earth, poisoned and twisted by the conditions there.

      The strife between these species has caused mistrust, suspicion, even war, and their planetary conflict has attracted the attention, and ire, of a being that is beyond all mortal Flesh.

      Now, two champions - half-caste offspring with parents from both species - will attempt to save humanity’s future by fighting through its past on a desolate and perilous world.


      Bite the Bullet is a biopunk run and gun action platformer featuring:

      • The choice to destroy or consume enemies, turning their biological matter into many upgrades.
      • 10 levels infested with bladed drones, flame turrets, lightning geckos, blimp rats, and helmet squids.
      • Turn enemies into defenses or weapons, like the Gurtha swarm blowgun, lightning gecko on a stick, or turtle shell plate armor
      • Save up all that consumed flesh and metal in the bio-meter to activate Zombro mode, and pound your foes into smoking ash and bone dust.


      Vill and Dart

      Two soldiers of the Lunarian forces who have a shared Purebread and Ghoul ancestry. They manage to keep their Ghoul genes hidden but still carry the bio-implants which enable them to consume all manner of organic and inorganic material


      Most Ghouls are content with eking out a meager existence on the husk of a planet Earth has become. Others intend to take out their human cousins by force, joining ranks under the Ghoul revolutionary leaders.

      Lightning Geckos

      Reptiles that have evolved bio-electric survival mechanisms. They are often hunted by Ghouls as both a source of power and for designer leather boots.


      Sometimes, consumption nodes decay over time and infect other organs of the host. These speedy Ghouls have significant brain damage, which affects their higher cognitive functions.

      Dire Puffer Fish

      Before the great lunar migration, many animals were developed for sports activities. Mechanically altered pufferfish was one of them, as they provided a deadly challenge to typically peaceful activity.


      The Purebreds left plenty of explosives behind on their journey to the Moon. Sappys intend to make this refuse into the instrument of the Purebreds demise.

      Mega Mind

      The consumption nodes were created in a bioware lab which was the bleeding edge of technology for its time. Long abandoned, the dispossessed bio-material and implants in the facility begin to cohere. Now, a central, seething mass looms at the core of the laboratory, and its tendrils can be felt throughout the building like a pulsing nervous system.


      These large ghouls have several bio-modifications which provide them with superhuman strength, allowing them to wield suppressive fire weapons which are normally mounted on vehicles

      Blimp Rats

      Inflatable sacs in these creatures enable them to float into low hanging trees to gather fruit and leaves. Breathing in the gases stored in these sacs can cause nausea and hallucinations, making these animals short on natural predators.


      Hand-picked by Ghoul forces for leg strength and bone density, these individuals were given special implants that allow them to control tiny muscles, allowing them to stabilize and withstand the recoil of their mighty weapons.

      Hamster Squirrel

      Mutant rodents with acidic saliva, teeth as hard as granite, and a dangerous nether region. If they were not so volatile, some say that they could be domesticated…


      Internal filtration membranes keep these Ghouls safe from the harmful effects of the drug of choice but do little to protect their enemies from the spread of their deadly weapons.

      Here are some updates from the last two weeks:

      Early Ham-Ham implementation:

      Ghoul Character:

      Implementing rockets:

      Kill cam:

      Critter cannon:



      Wow, we've come a long way! See more and wishlist Bite the Bullet on Steam!

      Want even more updates? Join our Discord!