October 2016 Update

Hey everyone!  We haven’t posted anything in a while, and it’s because after spending almost a year supporting Cally’s Caves 3 and designing what the next Cally game is going to be, we ramped up production in July and are in full swing on it.  Through a series of twitter polls, we figured out that the name of the game is going to be Super Cally’s World.  Although we are really excited to be working on it, there’s a few things to go over.

In January 2016 we published Cally’s Caves 3 on Steam, and supported it post-release.  It’s important to us that we answer every bug report we get, because we want to build a reputation as a reliable developer.  Cally’s Caves 3 has ended up with 85% positive user reviews on Steam, which led to our next step:

In June 2016 we released Cally’s Trials on Steam and put out a huge update for the Android and iOS versions of Cally’s Caves 2.

Throughout both Steam projects, we were working on the design of Super Cally’s World, and we know that it will be an iOS-exclusive game, and it will be coming out in 2017.

In August 2016 we added a new artist, Raion (he made the gif below) to the team, after Dave departed to work on other projects.  Raion will be mostly working on concepts and promo art, and OHKO is back doing the pixel art for the next game.


In September 2016 a few speedrunners started working on Cally’s Caves 3, and the current World Record for the game stands at under 30 minutes!  You can check out Mr. Kivikur‘s run at the end of this update.

…And that brings us to now!  As you can see, things have started to escalate with the team, especially after Cally’s Caves 3 seemed to be positively accepted by the mobile and PC markets.  With this growth, comes a downside: less time for self-reflection.  This means I haven’t been posting dev diaries like I used to, because things are way busier.  I do plan on doing a whole series of dev diaries and updates on Super Cally’s World soon though, so stay tuned.




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