•July 14, 2010 • Leave a Comment

After a short delay due to the need to add more content and check for bugs, we will be ready to add our game to the Appstore. So exciting!


Posted game on the finished side: Protect My Planet!

•June 17, 2010 • Leave a Comment

A side project by our lead programmer has been published! Check out Protect My Planet! which is reminiscent of the old Missile command in a way, but with a whole new view: That Is Earth you are protecting! Take a look, give us some feedback!

New Demo for Path of a Pirate!

•June 16, 2010 • 2 Comments

Thanks to all those that have been with us for so long.  Right now, check out and test out the alpha version of Path of a Pirate.  We are still in development of the audio tracks as well as some of the visuals for the game, but look forward to having it on the iPhone, iPod, and iPad as soon as immortally possible.  We look forward to any and all feedback regarding this game, and hope to be able to implement what you, fans, friends, and family want.

Desso Faulkner


•January 23, 2010 • Leave a Comment

Sorry we have been gone so long.  Technical and scheduling difficulties have kept us from being able to serve like we ought, but soon we will have the first completed game from our soon-to-be well-known minds, and nothing is going to stop us from there.

Voting, Nerves, and the Future

•October 23, 2009 • Leave a Comment

So, the final dead-line to submit prototypes to the ImmUnity contest has come and gone. There are around 30 different entries as it stands. Muse Games is a bit vague on the announcement day, but I believe the public voting will continue until October 30th. After that, Muse Games will choose their winner from amongst the top five.

So, where do we stand, you ask? Well, as of writing this we held a tenuous place at 5th. We had 4th for awhile, and it looked like we would keep it. As has happened many times in this competition, though, a single entry suddenly skyrocketed in votes to pass everyone else up.

Needless to say, if you have not voted for us yet this is an incredibly good time to do such. We currently have a place in the final five, but our spot is far more shaky than any of us are comfortable with.

The nervous energy of waiting to see how it all turns out has been sapping most of us of our creative ability. That aside, our artist, Anna Faulkner, has done some amazing portrait sketches recently. We will get them up for everyone to view shortly. They really are great work.

On top of that, we have been brainstorming just WHERE we want to take “The Black Arena”. What things we want to add, improve, and innovate. Some of it is pretty obvious, like polishing the menu system and adding animations to everything. Some of it is not quite so obvious, but is pretty exciting to us. Some new, fresh ideas are coming out of the process. I thought I would share a handful of them with you. Some of the really nice ones we are keeping to ourselves for now… for obvious reasons. Hopefully, though, this will give you a taste of what is to come.

1. Multi-player PVP: This one is an obvious one, and we think a vital one. There are not too many real-time/turn-based RPGs out there that offer PVP. In fact, I do not think there are ANY. If done right, we envision this being a cornerstone of the game. A reason to build up your character, collect all that equipment, and hone your abilities. Naturally, you will not HAVE to do any PVP. Hopefully, though, we will make it so enjoyable that you will want to.

2. Full Inventory System: We always planned on having a real inventory system where you can collect items, switch them out as you see fit, and likely even trade them with other real players. We feel that just four wearable slots will be enough; not the 18 different wearable slots (19 if you count the belly-button ring) that some games overdue, but enough so that the players actually feel as if their character is different than everyone else. We also plan on having it so each item you wear shows up with its own individual look upon your character (something our team member, Desso, insists upon). If you have; and are wearing; that really bad-ass suit of armor then you are going to look bad-ass.

3. Destructible Terrain: This has been done to death in numerous other games before, but never really done in an RPG. Also, we are hoping to implement it in an entirely different way. Make the destruction of the terrain truly change the outcome of a battle. For instance, a battle may be taking place over the cooled shell of a lava flow. Do too many “area” attacks and you could crack the shell plummeting both you and your opponent into the lava flow below. If you are designed to resist fire, that might be a great thing. If not… hope you can heal fast. We can think of an infinite way to put this type of destructible terrain to great use. Frozen areas that lessen any fire element attacks until you have done so many that you melt the ice, forests that can be set ablaze, mountains that can be sent crashing down on one’s opponent, etc. We do not plan on overdoing it (A gimmick used constantly is no longer a gimmick. It is now a headache). Just using it as a way to add variety to the regular battles.

4. Customizable Characters: Obviously, you can customize your character with which attacks, spells, skills, perks, and items you choose. This refers more to the looks. There will be both male and female character selection, as well as possibly race selection. The portraits I mentioned above will be selectable avatars for your character, and will naturally display next to your name inside multi-player sessions. Also, the looks of the character model itself will have some customization options. We will do everything we can to make you feel as if your character is your own original creation, and not a carbon copy of everyone else.

5. Secrets, Unlockables, and Nuances: We are all VERY large fans of extra content. Each one of our team members have our own ideas of what type of “extras” we want to add, hide, and reward the player with. Just a taste of these would be a gallery of the fantastic art being produced, hidden bosses/quests/items/etc, optional mini-games that break up the repetitive nature of the regular game mechanics, and a very interesting and original “class” system we are keeping secret… for now. It would be fair to say that the final game will be literally overflowing with extra content and hidden surprises. So much so, that I doubt any one player will ever find it all.

This is just a taste of what our brain-storming sessions have come up with. Looking at our notes, we have more along the lines of 30 different entries rather than the simple 5 I listed above. I am going to leave it there for now, though. Best not to give it all away at once, as they say.

If you have anything you want to add; any ideas you would love to see included; feel free to post them. That is what the comment section is for, after all. Once again, thank you to everyone who has voted and supported us. We are dedicated to making a game that truly is enjoyable and addictive to play. We feel that is the best way we can show our undying gratitude. To make a game you can all be proud to say you helped see the light of day.

P.S. A few new things added to the side-bar recently. Check out the mini-strategy guide for the prototype we put up at (It is not a complete guide, but it helps). Also, check out our new weekly segment on Indie game reviews. This is where we will review our most loved… and most hated… indie games. Give a bit of praise and exposure to the rest of our struggling brethren out there.

“Order is always following the law, even if it is wrong. Anarchy is always breaking the law, even if it is right. Chaos is knowing the difference, and being free to choose the better way.”

The Time has Come

•October 14, 2009 • Leave a Comment

It is up. Our entry is now posted at the MuseGames entry page, and is ready to be voted on. Needless to say, this is both an exciting and stressful time for us. A lot went into making ‘The Black Arena’, and to see it up for the world to enjoy is quite a feeling. Of course, there is still the voting issue to be resolved.

You can help, though. We need each and every last one of you to go to the entry page and vote for us. Even a single vote can make a difference, so please do not hesitate. You will need to register with MuseGames, if you have not already, but that is all. Such a small thing will make a large difference.

Plus, this gives you a chance to play our finished prototype of the game. It will give you a better idea of what our finished game will be like. We plan to include leader-board ranking, saving of characters, multiplayer pvp, a full inventory system, hundreds of quests, as well as improve on a few things like animations, spell effects, menu, etc.

The final game, whichever wins, will be released as both a web browser game and a downloadable pc version of the game. This contest is definitely something we want to win. So, lend us a hand with that and go to the site and vote.



•October 11, 2009 • Leave a Comment

We have submitted our finished prototype {oxymoron, I know} to Now, it is just a matter of waiting for them to review it, approve it, post it, vote on it, give it the win, pay us our $10,000, turn the prototype into an actual game, and then finally bask in the accolade. When put that way, it all seems so easy.

Due to this, we have taken down the old build prototype. You can no longer play/test it at No worries, though. Soon enough, you will be able to play our end build at the MuseGames webpage. Of course, do not forget to Vote!

Until then, I thought it a good idea to share some of the art assets we used in the building of “The Black Arena”. We only had a little less than a month to work with (which is an incredibly short amount of time to get ANYTHING done), but a good deal of what came out of that insane, foggy, half-repressed time was very well done.

As with all RPG’s, 2D images of the characters is a time-honored tradition. Not including these would probably get us lynched at the next Dragon-Con. Trust me, a lynching done by cos-play freaks is like none-other {Shivers}. These images were done by our very own Anna Faulkner in record time… sometimes within the 30 minutes of me frantically calling her up going “I know your busy with the last 20 things I said I needed, but I REALLY need these two character portraits done… uhm… five hours ago!”. My personal favorite is the Sorceress, Ilhess. Hers was the Rakhasha Guard, Vyrence.

“Sorceress Ilhess”

Sexy, exotic, and completely out of reach.

Sexy, exotic, and completely out of reach.

There are, currently, only two main pieces of music in “The Black Arena”. Naturally, the actual game will have more.

The first is “Four Brave Champions” by the magnificent Mr. David Orr. He was kind enough to allow us to use his work, and I have to say that it is about as epic of a battle-song as you can get. You an hear it, and a lot of his other great works, at

The other is a simple loop done in-house by me, Louis “Gryphon” Crochet called “In the Arena’s Shadow”. It is nothing amazing, but it has a nice melody and is easy to listen to. Unfortunately, we do not have it uploaded anywhere at the moment for you to sample it. I will try to get that sorted out shortly.

I hope you enjoyed a look into just a small fraction of the art assets used in “The Black Arena” prototype. Of course, the game is likely to expand on this a hundred fold. Keep checking back for updates and an announcement of when the final prototype build is posted up at Thank you, as always, for visiting.