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small games with a bit more
"Short in stature, tall in power, narrow of purpose and wide of vision."


Setting A Release Date
Setting a release date can be a little tough. With just two folks on the team it is not so tough. We're releasing 1.0 of CRUFT on December 18th on Steam. There, that was easy... or was it? Setting the actual date itself isn't the big challenge. Getting the game to a spot where you can confidently say it is ready is the really doozy. We've added a lot in the last few months. Tons of cleanup, re-balancing, better UI, controller configs, lots of QoL stuff. Is it ever enough? Whe
Matthew Zimmitti


What IS this game!?
I had the pleasure of dropping in on the Indie Game Academy's stream this morning to talk about CRUFT. It's a cool looking program that Willem is running over there, and I could tell from talking to him that he knows things about games. He had some great advice, and I wish we had crossed paths sooner. Check out their first batch of new developers' projects, which have recently been Kickstarted, here . While playing, Willem asked a question that I won't get tired of hearing.
Will Holland


Demo Time - And Tooth Extraction
The empty space where a demo should be. Soon to be remedied. We've been up to a lot here at Go On. We've updated tons of game art, refined UI, balanced the economy endlessly, all kinds of good stuff. And yet, for quite some time there has been a missing piece. You see, we once had a demo way back in the day. That old demo got us a lot of learnings and got us "on the map". It gave us a presence. It took us through the small version of a real release on Steam. And then we kille
Matthew Zimmitti
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