Rubicon's Ramblings

Random thoughts from an overworked dev

Jungle Coin Falls will kill your sex life

We’ve had several complaints, mostly from frustrated males, that since showing their wives Jungle Coin Falls there’s been a marked downturn in the bedroom department. As a game developer working 24/7 I had to do a bit of research on what exactly a sex life is, and google revealed some suprising imagery. I now know [...]

Jungle Coin Falls out on iOS/Android

Please take a look at our latest creation: http://www.rubicondev.com/jcf/ Bit of a departure for us, this. Instead of making massive games for small audiences, we’re trying to make a small game for a massive audience for a change. Something about that sounds a lot better as a business plan, but time will tell. It’s a [...]

Combat Monsters v2.1 Change Log

——————————————— NEW FEATURES ——————————————— * Added nearly 300 new cards, see below. * Added a new deck rules choice. Play either “standard” (existing rules), or “Single 50″ (50 cards exactly, not a single duplicate allowed) * Added “Daily Doubler” iap.  Similar to the Rubicoin Tripler but one dollar, one day * Added “Epic Boosting Mega [...]

Combat Monsters v2.0 changelog

CURRENT VERSION (v2.0) updates from v1.1 * Added a new race of monsters – Skeletons. * Added 4x new bows. * Added 4x new staffs. * Added 2x new hard single player quests. * Added 3x new heroes. What other game features an Attack Chicken?! * Added 8x more runes. * Added Asynchronous multiplayer. * [...]

Combat Monsters new feature – Extreme Challenge

The current “Quick Battle” is getting a scale up in an upcoming update to Combat Monsters. You can now pick the number of AI opponents to face, and that makes for some epic battles indeed. To give you a chance, the mojo your hero generates is increased by the number of opponents (less one), so [...]

Combat Monsters – service interruption

We are having some teething problems at the moment. For the last several days we’ve been trying to fix an intermittent issue where a tiny amount of players lost booster chests they’d opened. In practice this was a very rare occurrence, but clearly this needs to be 100%, so has taken most of our attention [...]

Yes, exactly. That video…

So, after over nine man years of blood, sweat, tears and laughter, we found ourselves a month or so from releasing Combat Monsters and starting to consider a promo video. We did a “coming soon” one not so long ago that looked liked everyone else’s “coming soon” one. Let’s be honest here, they’re getting a [...]

Combat Monsters release date…

We’re going live on iOS, Android and PC on October 23rd – that’s next week! Other formats to follow, along with tons of feature and content updates forever more. Press materials are whoosing out the door as I type, so forgive us if your internet is down for a week due to the excessive traffic [...]

It’s not all rock and roll

I stumbled across this old picture and it moved me to a brief post. When you see developers talking about sophisticated AI, it’s easy to envision some kinda crap from CSI:New York, where double-domed academics adjust stuff in real time and instantly make the crouch and cover work better on level 4 in glorious 3D [...]

Combat Monsters – Beta 5 NOW OUT

Featuring: Lots of bug fixes, including with the AI not taking killer blows etc Much smarter AI. (Quick Battle “cheats” now reduced) Hero prices back to what they should be – 3K each. All have been rebalanced with inferior ones improved to level playfield Facebook leaderboards. Kill heroes in public online games to get the [...]

Previous Posts