Grave Danger mobile will be released on iOS and Android mid summer an exact date will be posted soon.
I recently found myself in love with idle or incremental games, depending on what you call them. I love the progression style of these types of games. I also wanted to make another adventure in the Grave Danger universe, so I combined those ideas.
Here are a few of the features to give you more of an idea of what it will be.
This will be a fairly short post, but is exciting none the less. We have officially released Grave Danger: Ultimate Edition on Steam for $9.99!
This new release features:
Check it out on Steam today.
I love this new platform called Brightlocker. It is an amazing place for developers and players to meet and create communities. The site offers tons of rewards for...
Today we are officially announcing a re-release for Grave Danger, called Grave Danger: Ultimate Edition, to be launched on Steam January 25, 2018. What a way to kick off the new year! The game will go on sale for $9.95 USD and include a number of new features and content I will list below.
Now you may be wondering, what about the existing version of Grave Danger? Do I need to buy another copy for the updates? The answer my friend is a big nope. All users that currently have a...
First and foremost thank you for taking an interest in Grave Danger updates, we are currently working on some cool features including releasing to consoles, but in the meantime here are some minor fixes and updates we are pushing out today.
When playing co-op you can now press "G" on keyboard or the select button on your favorite control to focus the camera on a specific player. Thanks to a users input we implemented this feature and it really makes Grave Danger's...
Hey I'm Cody and I am one of the developers that worked on Grave Danger, I was primarily involved in level design in the development process.
Anyways, upward and onward! These are some of my thoughts on how the game ended up being what it is today.
The levels in Grave Danger changed as the art style and feeling of the game evolved, I went in knowing that we wanted a puzzle game, but also with some action thrown in here and there. The biggest struggle was to combine these...