thefrozenmachine
thefrozenmachine
Frozen Machine
265 posts
Indie game studio from Edmonton, AB 🇨🇦. Have fun creating!Help us take Waddle Isle back from Davy Jones and save your penguin pals in our current project - Penguin vs. Pirates! 🐧🏴‍☠️ An action-adventure Twin-Stick Slider coming to PC and consoles.⛵ Set sail to our site to learn more! 👇https://www.thefrozenmachine.com/games/penguin-vs-pirates
Don't wanna be here? Send us removal request.
thefrozenmachine · 2 months ago
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snoopy of the day
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thefrozenmachine · 2 months ago
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Hyper Tanks is an arcade-style action game in which you shoot and dodge wall-bouncing projectiles - a blend of Unreal Tournament and Wii Tanks. 💥Solo / Coop Campaign 💥Multiplayer Modes 💥Varied Tank Classes 💥Powerups Wishlist on Steam: store.steampowered.com/app/2615150/Hyper_Tanks/
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thefrozenmachine · 2 months ago
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dont have a update on my indie game this week
hurting the main character in various ways instead
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thefrozenmachine · 2 months ago
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MF-01 Aerostrike 25% Off - Steam Summer Sale 2025
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Heyo everyone!
MF-01 Aerostrike is currently 25% off during the Steam Summer Sale!
You can find MF-01 Aerostrike on Steam right here:
The game also has a free Demo available if you want to try it out first. Have fun!
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thefrozenmachine · 3 months ago
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Snacko's Mines & Magicks update is now live✨
Celebrate the launch of 1.0 with a 25% discount on Steam this week!
📌 Over 200 quests to enjoy 🪴 Flexible build system & tons of furniture 🌨️ Explore the new mines utilizing spells, a drill, and your hovering Kart 🎵 ...and do it all while enjoying a beautiful soundtrack composed by Dale North and Camellia
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All packed up and ready to go
Explore the island and its four distinct biomes
Customize your journey by combining different gems for different tool effects - each tool and gem has a unique combination, allowing you to tailor your upgrades to your playstyle
Easily manage your goodies and stamina by utilizing an array of tools and features, from auto-deposit to the Lunchbox for auto stamina restore
Never worry about the size of your rucksack when you're out! Craft from storage and the Overflow Storage lets you keep just the essentials on you
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Explore the island and its four distinct biomes
Customize your journey by combining different gems for different tool effects - each tool and gem has a unique combination, allowing you to tailor your upgrades to your playstyle
Easily manage your goodies and stamina by utilizing an array of tools and features, from auto-deposit to the Lunchbox for auto stamina restore
Never worry about the size of your rucksack when you're out! Craft from storage and the Overflow Storage lets you keep just the essentials on you
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Meet someone new
Invite shopkeepers and villagers based on personality, or work hard and build housing for everyone! With 26 characters of varying personalities (and species) to get to know, you're bound to find someone who clicks with you
Experience romance with 21 characters with no restrictions
Learn more about each character through quests, dialogue, and cutscenes
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Get comfortable with these quality-of-life features
Running out of time? After a long day out, simply use the Go Home button or camp outside with a Sleeping Box
You can purchase items from shops when the shopkeeper is off duty - they trust you!
Pick between built in World Themes such as low contrast or dark mode, complete with a dark mode UI and a slider to change the strength
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Build up your dream life
A flexible build mode means you get to decorate how you like
Snap to grid, free rotate, undo and redo, float items, dye objects, no building restrictions, and a search box in your catalog for over 300 items to place
Utilize Screenshot Mode and undo/redo to record your own build timelapses
Nudging objects while in Lock mode gives you finer control for decorating your surfaces with clutter... Or get creative and combine objects together
Expand your house, change the wallpaper and floors, and dye each wall a different color!
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thefrozenmachine · 3 months ago
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Coffee Break pt. 4/4 - Shading Speed Draw
As game developers we tend to turn coffee (or tea, or energy drinks, or pizza, or or or) into code/art for our game. What is your poison when developing?
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thefrozenmachine · 3 months ago
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Coffee Break pt. 3/4 - Colors Speed Draw
As game developers we tend to turn coffee (or tea, or energy drinks, or pizza, or or or) into code/art for our game. What is your poison when developing?
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thefrozenmachine · 4 months ago
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Coffee Break pt. 2/4 - Vectors Speed Draw
As game developers we tend to turn coffee (or tea, or energy drinks, or pizza, or or or) into code/art for our game. What is your poison when developing?
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thefrozenmachine · 4 months ago
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Coffee Break pt. 1/4 - Pencils Speed Draw
As game developers we tend to turn coffee (or tea, or energy drinks, or pizza, or or or) into code/art for our game. What is your poison when developing?
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thefrozenmachine · 4 months ago
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Penguin Slide pt. 4/4 - Shading Speed Draw
The Penguin Slide ability is one of the two main mechanics of our game - Penguin vs. Pirates! We decided to create some key art for it.
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thefrozenmachine · 4 months ago
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Penguin Slide pt. 3/4 - Colors Speed Draw
The Penguin Slide ability is one of the two main mechanics of our game - Penguin vs. Pirates! We decided to create some key art for it.
1 note · View note
thefrozenmachine · 4 months ago
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Penguin Slide pt. 2/4 - Vectors Speed Draw
The Penguin Slide ability is one of the two main mechanics of our game - Penguin vs. Pirates! We decided to create some key art for it.
1 note · View note
thefrozenmachine · 4 months ago
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Penguin Slide pt. 1/4 - Pencils Speed Draw
The Penguin Slide ability is one of the two main mechanics of our game - Penguin vs. Pirates! We decided to create some key art for it.
1 note · View note
thefrozenmachine · 5 months ago
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MF-01 Aerostrike on 20% Sale
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Heyo everyone!
I wanted to let you know that MF-01 Aerostrike is currently on 20% sale during the Steam Spring Sale!
You can find MF-01 Aerostrike on Steam right here: https://store.steampowered.com/app/2303500/MF01_Aerostrike/
The game also has a free Demo available if you want to try it out first. Have fun!
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thefrozenmachine · 8 months ago
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The most important feature for signposts in Rhell
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thefrozenmachine · 9 months ago
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Have you seen our latest newsletter? It is packed with information about the development of Penguin vs. Pirates, including big changes that make the game very different.
Big changes on Waddle Isle 🔜
The November newsletter is here and it brings a lot of information on what we've been working on since gamescom.
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As you may recall from last month we participated (once again) in Inktober 2024. After 50+ hours, and 31 drawings we are proud to announce that we have completed the challenge for the very first time. These art pieces will be used as unlockables in the full game too, so be sure to collect them all after release.
The team chose their favourites too and these are:
Adrian: Day 18 – Drive 🚗
Alex: Day 05 – Binoculars 🔎
Raiford: Day 14 – Roam 🏔️
What was your favourite drawing from the challenge? We have a full playlist you can view on our YouTube Channel. Pick yours and let us know in the comments!
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Back on Twitch.tv
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Starting Tuesday November 19th we’ll be back to streaming and playing games live on Twitch. Come hang out with us while we discuss the latest gaming news, talk game design, and enjoy some of our favourite games. If you want to know which game we’ll play first then be sure to stop by this Tuesday at 6:00pm MST. Your clue is this: 👀
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Now to Penguin vs. Pirates news
New features!
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We’ve been hard at work implementing new features into the game. We’ll talk about two of them in this email:
Mackerel
Mackerel is the main currency in the game. Whenever the condition is met, such as when a pirate is cleared, the player can slide into Mackerel to collect it. The uses for this currency will be expanded in the full game, just know that it is worth your while to go out of your way to collect them.
Abilities
Abilities have been a feature we’ve been wanting to implement since the beginning of the prototyping phase. We needed to make sure the main loop was in proper shape before we started adding modifiers to the gameplay loop. As of the writing of this newsletter we only have two abilities implemented, although by the icons you may not know what they are 😅. We’ll do a proper breakdown of the abilities in a future newsletter. Hmmm we’re just teasing things in this update, aren’t we? There is a good reason for that though:
Phase I is coming to a close
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As some of you may recall from an earlier announcement in the year, we got Prototyping Phase funding thanks to the Canada Media Fund (CMF). As per the terms of that funding we must submit some paperwork and showcase the work we decided in advance we wanted to complete by the end of this month. Once this phase is completed we can dive into some of the more advanced features we want to implement into the game. We have our work cut out for us for the next two weeks, so like this update the one in December might come a little later than usual.
Gameplay changes?
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After returning from gamescom in Germany this past August we talked about some of the features players loved the most about the game. Universally it seems that being able to line up and clear multiple frozen pirates feels like the biggest win for players.
We tried a few things but nothing seemed to feel right. There was no real strategy to it, it always felt like luck rather than skill. After discussing internally and trying to replicate that feeling as often as possible we got to thinking: “what if we slowed the game down?”.
The game was built in with a grid system in place which allowed us to create new objectives, walls, drops, and other elements into the game in a way we could always control. Every piece of the game respected this grid except for one – the penguin character (PC). Thus we changed the game from a real time action game to a more methodical tactical game. This meant overhauling many parts of the base design and code for the game.
Is this the direction the game will have going forward? Well, while we’re still in the Prototyping Phase will continue experimenting until the game feels as much fun for everyone as it feels to us. We’re very excited for people to try this new version of the game and give us feedback. Remember to join our Discord Server to know when the next playtest is.
Slide into our socials!
We hope you continue joining us in this journey. The changes might be drastic but there are some that make us very, very excited.
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Don’t forget to follow us on the platform of your choice. Thank you for reading this far, and as always – HAVE FUN CREATING!
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thefrozenmachine · 9 months ago
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Big changes on Waddle Isle 🔜
The November newsletter is here and it brings a lot of information on what we've been working on since gamescom.
Tumblr media Tumblr media
As you may recall from last month we participated (once again) in Inktober 2024. After 50+ hours, and 31 drawings we are proud to announce that we have completed the challenge for the very first time. These art pieces will be used as unlockables in the full game too, so be sure to collect them all after release.
The team chose their favourites too and these are:
Adrian: Day 18 – Drive 🚗
Alex: Day 05 – Binoculars 🔎
Raiford: Day 14 – Roam 🏔️
What was your favourite drawing from the challenge? We have a full playlist you can view on our YouTube Channel. Pick yours and let us know in the comments!
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--------------------------------------------------------------------------
Back on Twitch.tv
Tumblr media
Starting Tuesday November 19th we’ll be back to streaming and playing games live on Twitch. Come hang out with us while we discuss the latest gaming news, talk game design, and enjoy some of our favourite games. If you want to know which game we’ll play first then be sure to stop by this Tuesday at 6:00pm MST. Your clue is this: 👀
--------------------------------------------------------------------------
Now to Penguin vs. Pirates news
New features!
Tumblr media
We’ve been hard at work implementing new features into the game. We’ll talk about two of them in this email:
Mackerel
Mackerel is the main currency in the game. Whenever the condition is met, such as when a pirate is cleared, the player can slide into Mackerel to collect it. The uses for this currency will be expanded in the full game, just know that it is worth your while to go out of your way to collect them.
Abilities
Abilities have been a feature we’ve been wanting to implement since the beginning of the prototyping phase. We needed to make sure the main loop was in proper shape before we started adding modifiers to the gameplay loop. As of the writing of this newsletter we only have two abilities implemented, although by the icons you may not know what they are 😅. We’ll do a proper breakdown of the abilities in a future newsletter. Hmmm we’re just teasing things in this update, aren’t we? There is a good reason for that though:
Phase I is coming to a close
Tumblr media
As some of you may recall from an earlier announcement in the year, we got Prototyping Phase funding thanks to the Canada Media Fund (CMF). As per the terms of that funding we must submit some paperwork and showcase the work we decided in advance we wanted to complete by the end of this month. Once this phase is completed we can dive into some of the more advanced features we want to implement into the game. We have our work cut out for us for the next two weeks, so like this update the one in December might come a little later than usual.
Gameplay changes?
Tumblr media
After returning from gamescom in Germany this past August we talked about some of the features players loved the most about the game. Universally it seems that being able to line up and clear multiple frozen pirates feels like the biggest win for players.
We tried a few things but nothing seemed to feel right. There was no real strategy to it, it always felt like luck rather than skill. After discussing internally and trying to replicate that feeling as often as possible we got to thinking: “what if we slowed the game down?”.
The game was built in with a grid system in place which allowed us to create new objectives, walls, drops, and other elements into the game in a way we could always control. Every piece of the game respected this grid except for one – the penguin character (PC). Thus we changed the game from a real time action game to a more methodical tactical game. This meant overhauling many parts of the base design and code for the game.
Is this the direction the game will have going forward? Well, while we’re still in the Prototyping Phase will continue experimenting until the game feels as much fun for everyone as it feels to us. We’re very excited for people to try this new version of the game and give us feedback. Remember to join our Discord Server to know when the next playtest is.
Slide into our socials!
We hope you continue joining us in this journey. The changes might be drastic but there are some that make us very, very excited.
Tumblr media
Don’t forget to follow us on the platform of your choice. Thank you for reading this far, and as always – HAVE FUN CREATING!
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