Filtering by Tag: News

Collapsus Progress Report 2018!

Hey all! It's been a while since our last post (about a year, if I remember correctly). We've started doing our blog posts over on our website, so you guy's have missed a bit if you've not been following us over there or on social media. I wanted to give all you wonderful people an update on the project... and I've gotta say, it's a BIG one! Try not to *flip* out!

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Just another Manic Con-Day

Happy Halloween! September and October have been such amazing months, packed full of so much for us that we just forgot to make a blog post for September (oops). October is always our big event season and we're no strangers to travel; but this September/October brought us to Columbus, Dayton, Atlantic City - NJ, and Huntington - WV! While not planned, doing big ol' "4 event blog posts" around this time of year has become commonplace for us, since we just don't have the time to do individuals with all that travel. Anyway, it was great to stretch out and take on some events new and old. So, let's talk about them!

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A Match Made in Matsuricon!

So, I spent 10 days in Germany this month (plus 2 days on a plane/in an airport), so I got to skip work for a good chunk of this month. This was also the month I started work as a part-time game design high school teacher on the side (don't worry, I started officially when I came back). Right after I got home, I had one day to rest before my first day as a teacher (we played Super Mario Bros), and then, that Friday, Adam, Steve, and I headed off to Matsuricon!

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The One About PAX East

So yeah, PAX is by far the biggest event we've ever done, and since it happens to be the biggest event here in the states, there's a good reason for that. Nowhere to go from here but back down, folks! Anyway, normally PAX East is 3 days, but this year they decided to make it 4! Since we're exhibitors, that means we had to have everything set up a day early... and since we like 14 hours away (with good traffic), we had to leave here on Tuesday at 10pm!

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Events, Events, Events, Events (Oh, Yeah... and Events)

Man! October had a LOT of events for us! September 30th-October 1st gave us GDEX, October 14th saw Ohio Gaming Brigade's Pop-Up Con #2, the 21st-22nd gave us BOTH Kabo, and LexPlay, with the month ending for us on the 27th with the West Virginia Game Developers Expo! That's not counting all the news that happened BETWEEN those events! Let's get going else we'll be here all day...

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Festival, Con, Festival (Our Trip to Matsuricon 2017)

Hey all. This blog post is going to be a *bit* shorter than some of our other event posts, mainly because we took a BUNCH of pictures on Nat's phone and then it up and died on her. So, with not a lot of visual aid (until we can figure how to recover the pics sealed in their plastic and glass crypt) our trip just doesn't read very long. So... uh, yeah. Sorry about that.

Moving on...

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Collapsus - So, How's it Going?

Hey everybody! Sorry it's been so long since the last blog post. I'd written a draft for one last week, but decided to scrap it. On to pf that, we were going to have some guest writers come if for the blog a few times before that, but we had some scheduling problems. So. Yeah. This post today will be all about the progress of the Collapsus weekly builds so far! Let's jam!

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One Heckava Vector

Two weeks ago (the 21st) marked our second year going to EKU Gaming Institute's Vector Conference. Unlike last year (read about that here: http://blog.wraithgames.com/2016/05/a-day-at-vector.html) where it was me and Steve making the trip to Richmond, KY, I was joined instead by Natalie and Adam (they seem to be kinda my go-to team for events, it seems). While we only got to go down for Friday (it was a two day event), we certainly had a great time!

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Collapsus is Now on Steam Greenlight and Free Weekly Builds Are Now Live

As you may know already, 2016 was a huge year for us. Tons of events and interviews, a few awards, the studio remodel… even the release of our second game, Radarkanoid! Throughout all this time we were prepping for the release of Collapsus. With us being picked up as Nintendo Licensed Developers and us prepping for the Kickstarter, we knew that it was only a matter of time before we were ready to launch the game!

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All the News That's Fit to Air

So, we've been getting quite a lot of press lately (as you may already know very well from our previous two posts. It's always really great to be getting some more eyes on the studio and our projects. Heck, being featured in the JournalNews was huge for us. We thought it may be the biggest press we'd be getting for a while. Boy, were we wrong!

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Collapsus Weekly Builds, App of the Year Results, and More News!

Hi, this is Kristy. I’m one of the programmers here at Wraith (and Jay’s fiancee). I’m also designing the puzzles for Collapsus. This is my first blog post. I hope you all like it. As you know, we’ve been pretty busy here at Wraith trying our hardest to get Collapsus out as soon as possible. 2016 has been a really big year for us. We’ve been to 13 conventions this past year, and have had more interviews and press than I can count. We’ve had literally thousands of people pick up and play Collapsus. We even managed to get people hooked on it who claimed they didn’t like “this type of game” or seemed generally disinterested. I always tell people that Collapsus is like a Rubik’s Cube that plays Tetris. And it is. We’ve brought something brand new to the table, and we want it in every person’s hand.

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Thanks for the VOTE of Confidence! (Collapsus in the Top 50)

Late on Saturday, we got some VERY good news! Thanks to all of your awesome support, once again our game, Collapsus, made it to the Top 50 of SlideDB's "App of the Year" awards! This was a big deal for us last year and an even bigger deal for us this year! Everyone has been overwhelmingly supportive of us (and Collapsus) at events, on social media, even in the press! You guys are awesome!

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Collapsus For Everyone - Collapsus and Accessibility

Here at Wraith we talk about accessibility a lot… and I mean A LOT. I’d go so far as to say that it’s one of our foremost tenants; which is actually pretty weird seeing as we just only really started thinking about it in 2013 or so! We really started focusing in on accessibility when one of our team members, Ryan, tried to play Collapsus and couldn’t because of his color blindness. It was a real eye-opener (pun very much intended).

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Features, Features, Features!

Hey all! In today's post I wanted to talk about all sorts of features in Collapsus. I know we did a feature post a while back (and a lot of you already know what Collapsus is all about), so today I'm going to focus on either features that we haven't really talked about on here before, or, if we have, not in a large amount of detail. It's go time!

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