We still can’t believe that the game is actually out and in people’s hands, this still blows our minds! The launch week has been incredible. The reviews have been pouring in and they’ve all been incredible too! We’ve even managed to land a 10/10! Unreal!
A MASSIVE THANKS TO ALL OUR AMAZING PLAYERS AND REVIEWERS!!!!!
We have a patch coming soon to cover the small bugs that have cropped up and to…add in an EASY MODE for all the genre newcomers :) More on that in a dedicated post very soon!
Here’s a collection of the reviews that we’ve had so far, please take a look below:
We’re doing a giveaway in conjunction with the amazing Nintendo Life team too. So if you fancy getting your hands on a copy of Wulverblade AND a brand new SNES Mini, simply click the image below to see the competition tweet. All you need to do it follow both accounts and RT to be in with a chance! Winner will be drawn next Monday.
We also launched the story introduction sequence yesterday morning too so sink your eyes into this! Big props to Jon Sommariva for his amazing artwork on the cutscenes, Verbal Vigilante for their amazing sound design and me, Mike, for sticking it all together with sellotape and glue ;)
We’re going to do a bigger more in depth post soon to celebrate but for now, here’s A BIG THANK YOU from all of us for your support over the years. Chatting to you at shows, online and in person has been wonderful and its with your interaction that the game is what it is today.
That’s right, you heard it right! After 5 years of blood sweat and tears our beloved Wulverblade is being launched into the big wide world! Its coming to the Nintendo Switch first and then the other platforms will follow on after that. You can view the eShop page now too which will soon be updated with all the final content.
We’ve been quiet for TOO long and with good reason, we are now on the brink of release! And the big news is that we’re launching on the incredible Nintendo Switch first! We are overjoyed!
If you’ve had your hands on a Switch or already own one you’ll be able to appreciate just how perfect the device is for Wulverblade. Nintendo have just announced us officially in the Nintendo Showcase! We’ve been so excited about this news for ages now and have been sworn to secrecy. Nintendo wanted to announce the news to tie in with the big PAX West event where you can come along and play the game along with many other great titles at the Nindie Arcade on level 3 of the convention centre. Both Evan and myself (Mike) will be there for the full event from Friday 1st until Monday 4th. So if you’re at PAX West in Seattle this weekend you’ll be able to come along and play the game on the Switch for the first time ever! Come see us!!!!!
Hey everyone! Welcome back to the Wulverblog. It has been a very exciting and exhausting time these past few weeks here at the Wulver team. For those who don’t know, we had the privilege of showcasing Wulverblade once again at PAX East with the IndieMEGABOOTH!
First and foremost I would like to thank everyone who took the time to stop by the booth to play, watch, or just chat with us. There are a lot of very cool things to see at PAX, and I’m honored you chose to spend your time with us. We also ran into some familiar faces from last year when we were part of the MINIBOOTH. You guys are all fantastic. Any chance we get to interact with gamers is both exciting and nerve racking. Putting ourselves and our work out into the public to be judged by (often harsh) critics is not always easy, but the payoff of a positive response is always worth the trouble.
Great news, Wulverblade will be at PAX East in the Indie Megabooth from March 10th – 12th!!!! We are honoured to have made the cut and can’t wait to see you all there! We will be showcasing some levels from the campaign and also the arenas! We are so close to completion now that we can taste it!
Once again it is time for an update on the current status of Wulverblade. It’s been a little over a month since the last one and we are chugging along toward release. Below I want to give a brief overview of what we’ve been up to during this push to completion.
Greetings again after a long absence. I’m Brian Johnstone, Lead Programmer on Wulverblade, and I’ve been very busy working on our game. We’ve been neglecting this blog but we have definitely been making great progress. This is just a selection of notes letting everyone know what we’ve been up to.
Welcome back to the Wulverblog! This is part two of my in depth rigging and animating Tips and Tricks series. This will be a quick post covering Meshes and Skinning. Like Inverse Kinematics, this feature was added to Spine some time ago but I hadn’t gotten around to writing about our experience with it.
One of my earliest blog posts was about using a Mesh in Spine. At the time, we were able to create fluid animation by moving and keying many individual vertices. This was effective but extremely tedious. Skinning expands upon this feature and works in 2D as it does in 3D. We are able to define how much influence each bone has upon a certain vertex.
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