• New Biome: Dolphin City

    First things first: we did it! As of 11:59pm on January 19th, we have a full-length game on our hands. Our plan was as ludicrous as it was ambitious. It took us just under 18 months to make the previous two levels, and we challenged ourselves to make the next six in just three weeks. […]

  • New Kelp Forest

    New Biome: Kelp Forest

    Escape Industries has been working hard over the holidays to bring you new content (who needs sleep anyways?). This includes new enemies, bosses, parts and, most importantly, biomes. Without further ado, we bring you the next area of Finn and friends’ journey, the Kelp Forest. The Kelp Forest sleeps just beyond the Coral Reef, and […]

  • High Level Weaponry Designs

    Last week, we talked about the visual features we’re adding to the game for the high level parts of Fingeance. In order to increase the amount of levels players can go through (we can’t stress enough how much players have been asking for this!), we’ve been working hard to bring high level content to the […]

  • Expanding Fingeance: New Additions

    One of the most commonly asked questions after we demo the game at conventions and the like is, “Why is it only 3 levels! We want to play more!” That is a really humbling question to hear: it means that we are doing something right. The honest answer is that we just don’t have the […]

  • Teamwork Makes the Dream Work

    Fingeance is a game about teamwork. Or at least, that’s what we’d like to say. The teamwork aspect of our game hasn’t been emphasized as much as we’d like. So, we’re working to change that. Teamwork Revisited So what have we done to fix it? First, we’re looking at remaking the starting parts of some […]

  • Manta Ray Boss

    Late post this week! Sorry about that. We have been hard at work on some new and interesting additions to the game this past week. Manta Ray If you’re a regular reader, you may have noticed that we use the same bosses again and again in our screenshots (especially that ever-photogenic Puffer…). Well no more! […]

  • Tank Additions and Future Ideas

    Hey everyone! First, we at Escape Industries would like to thank you for giving our newest alpha demo of Fingeance a playthrough. We really appreciate it. Working on Fingeance would not be nearly as rewarding without the feedback and support we’ve gotten. Speaking of feedback, one thing has been coming in loud and clear: player […]

  • Changing Up the Player HUD

    After reworking the Shop Menu and the Character Selection screens I told myself, “No more big systems for a while…” So naturally, I’m working on another big system. This time I am reworking the player HUD (Heads-Up Display, for those unaware) that tells the players what is going on with their ships. Reworked Player HUD […]

  • Adding Character to our Characters

    What a productive week! Since last Wednesday, we’ve been on a roll making new parts for Fingeance. I guess showing your game off to a group of kids has that effect. Character Select Screen Charles has redesigned the character select menu. It took him a few days, but it turned out really nice. Check it […]

  • Augment Designs and Shields

    Last week has been somewhat difficult productivity wise. We’ve all been preoccupied with other projects, and so creation has somewhat been slow. That doesn’t mean we’re empty handed though! New Shields Lane introduced you to augments last time. The bulk of our work has been in making augments, but we’ve also introduced a new mechanism […]