
Hey everyone! We just wanted to share a link here for a new Cally’s Caves subreddit, started by Youtuber GreenDude. So far there are a couple posts talking about speedrunning techniques. If you are interested, you can join the conversation here.

Hey everyone! We just wanted to share a link here for a new Cally’s Caves subreddit, started by Youtuber GreenDude. So far there are a couple posts talking about speedrunning techniques. If you are interested, you can join the conversation here.
Well, the day has finally arrived! Thanks to everyone that helped us get here. You can pick up Cally’s Caves on steam right here.

With the release of Cally’s Caves 3 on Steam coming in less than one week, we are running a fan-art competition for Steam Keys!
The Rules:
Anyone that creates an original piece of fan-art for Cally’s Caves 3, and sends it to jordanfwc@gmail.com will get a reply email with a Steam Key for the Deluxe Edition of Cally’s Caves 3. As long as you send it to us before January 9th, you qualify. So get drawing and send it to us before the Steam version of Cally’s Caves 3 comes out next Tuesday! Our favorite entry will also receive a copy of Rocket League on Steam 🙂

As we prepare our final Steam build of Cally’s Caves 3, it’s almost time to wrap up work on the project and move on to what’s next (after another iOS update, of course). We thought now would be a good time to post our original Design Document that we made almost a year and a half ago. It’s fun to look back and assess what worked, and to see what got cut and what made it into the final version of the game.
After ten days on Greenlight, with over 3000 yes votes, Cally’s Caves 3 has been Greenlit on Steam!!! We want to say a huge thank you to everyone that voted and helped us spread the word. We are hard at work on the Steam version, but we will post a development diary about our Greenlight experiences here soon!
Well, we’ve been on Greenlight for 4 full days now, and things are looking really good! We are so grateful to every single person that has voted and helped get their friends to vote. Hopefully if this keeps up, we might get our game on Steam!
We’ve been releasing a ton of new material for the Greenlight campaign, including a bunch of new trailers and videos. Below you can find all of the videos we’ve published so far, and don’t forget you can subscribe to our Youtube Channel to see videos as soon as they are posted!
Also, if you haven’t yet, please vote for us on Greenlight, we’d really appreciate it!
Cally’s Caves 3 is coming to PC, with full controller support! We’ve just launched a Steam Greenlight campaign and we could really use your vote. The desciption for the PC version is below.


We’ve learned that in game development, networking with people that play your game can really help you get your game’s name out there. During the beta test phase of the Cally’s Caves 3 development cycle, Bernardo Espanol of Nardio.net volunteered his time to help test and give feedback on the game through Twitter. Now, he’s doing us another huge favor by volunteering to show off our game at an event called Playcrafting NYC tonight.
At Playcrafting NYC, Bernardo is going to show off 3 international indie games, whose creators he has networked with on social media. Tottoko Dungeon and an unnamed alpha by indie developer Rohan Narang are the other two titles. Bernardo also makes his own games, but we think its really cool that he would take the time to volunteer to show three indie games from around the world in New York City. You can read all about the presentation here.
After a busy couple of months, we’ve just submitted a huge new content update for Cally’s Caves 3, “Melvin’s Prototype Factory.” The update should be out for iOS and Android next week.
This is the biggest update we’ve ever done for a game, and will include a bunch of new features:

Massive New Zone:
We’ve added a whole new 34-level zone, with all-new art, a fully functional map and lots of Checkpoints.
New Weapons: 3 new weapons and their final forms can be found in the new Levels! Try using the power of the Slimes for your own benefit with the Slimegun, trap enemies and prevent them from hurting you with the Web Shooters, or use the Bow and Arrow from Cally’s Caves 2 to pepper enemies with arrows. All of the new weapons have 4 evolution tiers, and can be used throughout all of the other game modes.
New Enemies: Melvin has been creating bosses in his prototype lab for years, and to destroy him, you’ll have to defeat them all! 5 new enemy classes with unique behaviors mix up the combat and test your skills.
Beyond all of the new content, we will have a ton of bug fixes and optimizations including the following:
iOS
Android
We are also happy to announce that the expansion is totally free and is not an in-app purchase or anything like that. We wanted to find a way to thank all the people that have downloaded and supported Cally’s Caves 3. We will have at least one more free expansion out before Christmas, and an announcement of our next project shortly after.
If you are involved in the #gamedev scene on Twitter, or online gaming communities, you’ve probably seen lots of numbers thrown around regarding the cost of making a game. “30 grand is a drop in the bucket,” “games are so expensive to make” “we didn’t have enough money to stay on the top of the charts” are phrases that pop up all the time. We are probably the cheapest game developers around, and now that we’ve released 3 games, we figured it would be a fun exercise to see what products we needed to ship a game and how much it has all cost so far.
*Please note that we didn’t factor PC costs into the Cally’s Caves 3 budget, since we all already owned PCs we had purchased previously for different purposes.
Cost 1: Software
You’ll need some software to build a game with. We used GameMaker: Studio, which cost $50 dollars (for the pro version) at the time of purchase. You could also look into using Unity or Unreal, which are free but work on licensing deals. In order to publish a GameMaker game on iOS or Android, we required the platform-specific modules for Gamemaker. The iOS module cost $99 at the time of purchase (2013), and the Android module was $400 at the time of purchase (2015 – looks like the prices went up).