It's here!

Today we're proud to announce that the first installment of 'Algae' is available on Steam! It's been an incredible journey, and one we hope you'll continue to be a part of. You can

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Tips and Tricks

With the release of the fist Episode of Algae on Steam just around the corner we thought we'd share a few tips and tricks for the infamous 'Impossible' difficulty. While Algae is, at

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Introducing Community Rewards!

Community rewards are our way of giving something back to the community for all their hard work. It's pretty simple - we give the community a set of tasks to complete, and in

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Demo Now Live!

We're excited to announce that you can now try Algae ahead of it's release date! Itching to see what Algae plays like, and what to expect? Now you can, straight from your browser.

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Bridging the Gap

Today we're excited to unveil our first morph - the ability to turn into a bridge! With this ability other Algae can push objects over gaps, and mobs can be moved out of

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Mobilising the Mobs!

A while ago we received some feedback that suggested we need something to drive the player to complete Algae. We had a couple of ideas around that and one of the ones we

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Gilding the Lilly

This week has been pretty full on with testing , playing, and re-playing our demo levels. We've made lists, crossed out to-do items and generally had a good clear up. Part of the problems

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Counting Clones

For a long time the clone counter in Algae has been sitting in the bottom corner of our screens displaying a simple number: The number of clones you have left to use. But

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Gameplay Preview!

We are incredibly happy to share with you today the first preview of actual gameplay! It's a little rough around the edges as we're still very much in the throes of development, but

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Happy New Year!

Happy New Year everyone!... And what a year it’s been! We’ve changed graphics, improved gameplay, polished levels and started down the road of seeking funding. We’ll be launching a new

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The Prodigal Puzzle Designer

These past few months have seen a big shift in how we perceive levels and how they’re played. When we started developing Algae we were very much aiming for a single screen

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Go Fast and Draw Things

Graphics, graphics, and more graphics.. Oh, and making sure we have the tools to move forward quickly. I’ve had to play a lot with Tiled to re-organise our tilesets so that they

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First Level Tile Concept

This is an early concept of the tile set for the first couple of levels. I’m a bit of a sucker for half painted drawings, so I thought I’d share this

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Algae's Got a Brand New Groove

Today I thought I’d share some concept art with you! This is the new Algae design. I think it’s got tons more character than our original, although we might need to

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New Artist!

We’ve now hired a new artist called Peter! We’re really looking forward to seeing the work Peter does for us. Look forward to a brand new look, as well as improved

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Company Incorporated

Happy Star Wars Day everyone! And to commemorate such a wonderful day we’ve now incorporated Purple Kingdom Games Ltd!

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More Time and More Babies

We’re back in the game! This last month we’ve been busily improving the starting levels, the UI, and adding collectable items (shaped as puzzle pieces at the moment, but liable to

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Improving Progress

It’s been a really slow few months here for all sorts of personal reasons both for Dave and myself. As fathers it’s sometimes not easy to balance work, children, and fledgling

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Shameless Plug

Just a quick and shameless plug that the Penguin Fling post debriefing is up and available here. Normal service will now resume...

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Of Penguins and Flinging

As I mentioned before, this month has been slower than usual. I decided to get a bit of experience with releasing a game to Android and iPhone to see the challenges that entails.

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Happy New Year!

Happy New Year everyone! It was a busy year last year, and this one is shaping up to be even busier (and more exciting). For my part I have a second child on

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Mostly Fans... Mostly

This month has been all about the fans (the blowing kind) and updraft physics. Fans will prove pivotal in early stages in order to get Algae to those hard-to-reach spaces. They’re also

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Moving to Tiled

Did I say things might be slowing down? Turns out I was wrong.. We’ve fixed a plethora of bugs this month, and added a shed load of new sounds to please the

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Slowly Slowly...

This month we’ve been working on levels 2 and 3. To get that working we’ve needed to create a way for Algae to gain new morphs. We’re not sure what

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Hints and Pops

Well, I did say that it wouldn’t be the last redesign that level 1 saw! This month saw level 1 redesigned to be larger and involve a lot more walking. I wanted

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Movement, Music, and Cloning

This last month has seen a lot of bits and pieces come together that have been simmering for a while. We've been playing with Algae’s walking speed and animation loops, and those

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Menus and Babies

This month saw lots of work around the look of Algae and polishing the experience from the beginning of the game to the first level (title screens and menus mainly). There’s been

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PKG Input Manager

Most of this past month has been taken up by input. Specifically what I wanted was to be able to define inputs at runtime. This isn’t something easily done in Unity and

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From Humble Beginnings

It’s been an incredibly hectic week for us both as we define gameplay on the fly, test the gameplay to see if it’s fun, rinse and repeat. We’re both exhausted,

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Day Zero

Today marks the start of what we hope will be a prosperous venture. Dave and myself have been talking about starting a games company for a while, and have been prototyping and throwing around ideas as to what our first game should be for the last few months now.

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