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!


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 ...


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


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 ...


Update r13 - a new map & a tutorial

We just published another update that adds a new map and a tutorial. Check the Steam Forums for the full changelist.


"What if.. you run at super-speed?"

This Thursday (the 26th) we're hosting the third weekly "What if.." event, titled SUPER SpeedRunners, which asks the question 'What if.. you run at super-speed?"

What we're doing, basically, is turning all the variables into overdrive. This makes everyone run crazy fast and makes the game super crazy weird and a lot of fun. So make sure to play the game on Thursday, as this modifier will only be available for 24 hours!


Update r12 - 2 new maps

Production is really ramping up these days, as we've just published another update! This one includes two new maps (plaza and powerplant).

Check it out and let us know what you think of them!


Update r11 - Bots & Friend Invites

We just published a new build of the game that has two major new features that people have been asking for a lot.

The first is the re-introduction of Friend Invites. We had this feature disabled up until now because it wasn't working properly. Gert-Jan has been working hard on it though and it's finally ready. So you can now get private games going more easily by inviting friends.

Secondly, we've been hearing a lot of players mentioning the lack of a singleplayer mode. Initially, we were thinking about implementing a practice mode where you could do time trials in the multiplayer levels. However, that doesn't sound like a lot of fun, so what we did instead was WE ADDED BOTS!

So yeah, if you click on Custom Game in the multiplayer menu, you'll see these two new features (and a third one, but I'll let you find that one yourselves). You can add bots to any multiplayer game, it doesn't matter if it's a local and/or an online match, but you can only do it through the custom game menu.


"What if.. it started Raining Rockets?"

This Thursday (the 19th) we're hosting the second weekly "What if.." event, titled SpeedRapture, which asks the question 'What if.. it started Raining Rockets?"

Last weeks "What if.. all items were grappling hooks" was a lot of fun and we're hoping that this week will be even crazier! So make sure to play the game on Thursday, as this modifier will only be available for 24 hours!


"What if.. all items were grappling hooks?" SpeedHookers!

Yesterday we hosted our first "What if.." event, titled 'What if.. all items were grappling hooks? (SpeedHookers!)'. 

I had a lot of fun myself, playing the game this way. But I'm also curious to hear what everyone else thinks of it! So, if you had a chance to play the game yesterday, head over to the Steam Forums and let us know if you enjoyed it!

In case you missed yesterday's event, no worries; we're doing another "What if.." next Thursday, called IceRunners. So join us then for some slippery fun!