XboxOne Patch 2

We've got another patch for XboxOne!

We've released a patch today that fixes the issue where you couldn't join a private lobby without being a Friend of the lobby's host, even if you had an invitation. We've also fixed an issue where we were spamming the Xbox servers, which may or may not have caused issues with connections, Matchmaking and Leaderboards.

We're still looking into the issue where the game gets laggy over time. This will be fixed in another patch, probably one or two weeks from now. If you're experiencing this issue, try restarting the game; that seems to help.

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SpeedRunners Xbox One Patch

The first patch for XboxOne is here!

We've released a patch today with potential fixes for the connectivity issues in SpeedRunners. This patch should also fix the issue with the DLC not showing up if you've bought the deluxe bundle.

We've also started working on the next patch with more bugfixes. One issue that we still need to fix is that you cannot join a private lobby without being a Friend of the lobby's host, even if you have an invitation. A quick fix for this is to become Friends with the host.

We're also looking into the issue where the game gets laggy over time. If you're experiencing this issue, try restarting the game; that seems to help.

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SpeedRunners XB1 Online Issues

Hi there!

We've been getting some reports that people are having issues with their online connections on SpeedRunners on Xbox One.

We're working on a solution for these issues, and hope to get a patch out within a week. In the meantime, you can try some of the solutions posted on the Xbox One Support website, here: http://support.xbox.com/xbox-one/networking/nat-error-solution

While this won't fix all of the issues, it should help a bit; especially if you're simply trying to connect with friends.

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SpeedRunners Deluxe bundle DLC issue

Hi there!

If you've bought the Deluxe Bundle for SpeedRunners on the Xbox, chances are that the DLC doesn't get unlocked in the game. Whooops!

We totally messed up here, and are working on fixing this issue as soon as possible! In the meantime, a temporary fix is to un-install and re-install one of the DLC packs while you are in the game. So, for instance, go to the character select screen and click on one of the locked characters. This will open up the xbox dashboard, where you can manage the DLC packs. You only need to un-install and re-install one pack and return to the game.

Unfortunately, this only works for the duration of your session, which means you have to do this again every time you launch the game :(

Sorry about all this trouble! We're currently working on a solution and hope to get that published in a week or so!

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Free SpeedRunners Demo!

Hey everybody,

We recently released a FREE demo version of SpeedRunners!

Download it here: (Steam version, click "Download Demo") or here: (Standalone version).

The limitations of the demo are:
- you can only play offline
- you can only play on alley, ss royale and theme park
- you can only play as Speedrunner, Unic, The Falcon and Gil

Other than that, it's the same fun game you know and love! ;)

Host your own SpeedRunners Party!

The fun thing about the demo is that it's specifically geared towards a party setting, so it's easy to pickup-and-play. Simply connect a bunch of controllers (or a keyboard) and start playing!

The game will start off with 4 computer-controlled bots running around, but as soon as a button is pressed on a controller, that person will take over control of the bot. And when that person puts his controller down, the bot will resume control. Super easy!

The maps also auto-rotate, so it's a very streamlined experience.

If you want to show speedrunners at a pub or some other form of social gathering, we suggest you add +showmode to the command line arguments, and you won't be bothered by "buy now!" and "exit" buttons ;). Furthermore you can print this neat controls tutorial page and tape it to the monitor to finish your own SpeedRunners setup.

We use this setup at shows ourselves and the great thing about it is that it basically runs itself.

Enjoy!

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So, what else is new?

Hey all!

As always, it's been a while since our last update. So, what's been going on since we showed SpeedRunners at GDC?

Well, a couple of interesting things happened. For one, SpeedRunners was hand-picked by PewDiePie to be featured in one of the Humble Bundle Weekly Sales! Meanwhile, tinyBuild had a HUGE booth at PAX East, where they showed our game (as well as some other games they're publishing). And finally, I made a small mobile (iOS & Android) game that's going to be released soon.

The Humble Bundle Sale and PAX East combined well to give SpeedRunners a new boost in players, as the bundle sold over 60.000 units. At the same time, we released an update that added a Ranking system, allowing players to compete to be the #1 SpeedRunners player in the world. This helps in keeping players motivated to play for a longer period of time, which is something the game was lacking a bit. Along with a previous update we did, which added a level editor, the result is that the game is doing pretty well, in terms of sales.

Currently, we're focusing on adding one new feature (mid-game ...

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GDC

We'll be at GDC in San Francisco the coming week. We're at the TinyBuild booth #232, next to the IGF Pavillion. If you happen to be in the area, come by and play some SpeedRunners!

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January 2014 Wrap-Up

This Wednesday, we released the first iteration of the SpeedRunners Level Editor. A good reason for a blog post, right?

The funny thing is, I started working on it on January 2nd, so the development took me almost exactly a month. Of course, the level editor is far from finished and contains a lot of bugs, but we really wanted to share it with players and get some early feedback on it. After all, that what's Early Access is all about!

Meanwhile, Gert-Jan has been busy fixing some bugs and working on mid-game joining. This is going to be a really cool feature as well, as it allows players to find and join games more easily. Ideally, in the future, a player could start a match against bots and then have other players take over the bots during a match. So no more waiting for other players!

In the meantime, we're also looking into how we can facilitate tournaments more easily. The community has already took it upon itself to organize a few tournaments, and we've noticed the game is being picked up by the e-sports community as well. Both of which is really awesome! Now it ...

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Teaching Game Design

A few months ago, I gave a talk about Game Design at the DevGAMM conference in Kiev.

In it, I talk about Dan Cook's Skill Atoms and how they can be applied to make fun level design, using examples from various well-known games. It's based on a couple of my lectures at the 'Hogeschool van Amsterdam', where I teach game design. I'm pretty happy with the content of this talk and got a lot of positive reactions on it afterwards, so if you're interested, here it is:

If you want to learn more about Skill Atoms, I highly recommend checking out Dan Cook's blog, over at lostgarden.com

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2013 Wrap-Up

Well, a lot has happened since our last post here :)

We've been pretty busy with the development and support of SpeedRunners, which left us with little time to post any updates here. We're very active on the Steam forum and on Twitter though, so if you want to keep up to date on any and all SpeedRunners-related news, we suggest you head over to the Steam forum or follow us on twitter. In 2014, this blog will focus more on general DoubleDutch updates.

2013 has been a great year for us, but before I start reminiscing, I want to give a quick update on SpeedRunners' development and talk about all the things that have been happening in the past few months.

First of all, we've pushed a couple of new updates to SpeedRunners. We're currently at version r20, and many more updates are still to be expected. The updates so far include (amongst many other things) a much-debated fix for the boost-jumping exploit, many important bugfixes, the addition of a new weapon (shockwave), a couple of new maps and the re-addition of the single player mode. For a full list of changes, see the SpeedRunners Forum ...

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