Posts tagged " news "

Pre-Alpha Build and Live on Kickstarter!

March 16th, 2017 Posted by Games, News No Comment yet

Hello All!
We’ve released the Pre-Alpha Build of Battle Princess Madelyn on Steam at

Click Download Demo to give the first level (five stages, 3 main and 2 secret) a try !

Also, we’ve launched a Kickstarter!

Come check out some of the unique Battle Princess Madelyn rewards on offer while the campaign is still going at:

Thanks to all of you for your support so far in the journey through Greenlight,  and we have a lot more exciting information on the game coming ahead!

-Chris and Daven
Causal Bit Games Inc.

Extra enemies…

June 17th, 2014 Posted by News No Comment yet

Hey Everyone!

Well, the bug fixing is still coming along but we’re finally getting close to the tweaking stage! We have some exciting updates to share too! Since only one of us can be in the code at a time, I’ve been doing extra art assets for the game! In the past two nights I’ve drawn up seven new enemies for the game to break up the relentless onslaught of the undead in every stage.

Although the story itself is about the sword and a demon who raises the dead, I found it was just too repetitive to kill undead enemies in every stage. Also I felt there was a lack of medium sized enemies too. I had code kicking around from other projects that made it quick and easy to add the AI in, while we could cut and paste the rest of the things (damage to enemy, damage to player and XP) and do a simple replace of objects in the code. Repetition in enemies was a concern of my own and a couple of the beta testers. So that’s one major thing down!

New Enemies
A list of new enemies are:

  • Giant Slime
  • Skeleton Archer
  • Wisps (5 kinds)
  • Orc (3 kinds)
  • Stone Death Heads
  • Hopper Goblins
  • Tree Giants


Progress and Problems.

April 23rd, 2014 Posted by News 10,119 comments

Hey all!

It’s been awhile since we’ve posted an update. We’ve been hard at work on the game! But we’ve finally hit a wall with the program we use to code it. For the past two weeks the program has been crashing on us constantly. We’ve been saving every few minutes to avoid data loss and have given our error reports to the people who write the program we use (Construct 2). But as far as we can see, we’ve actually hit the limit for how big you can make a game in their software. Mind you is still lets us keep going and building but it’s become a real chore. But we aren’t giving up of course!

As of now we are building the final enemies and stage for the game. We’ve cut it down to 16 stages as two were just too pointless and boring. We’ve rebuilt every stage entirely. All of the enemies have been redrawn. Widescreen support has been added. A third button for grab and a new throwing move has been added.

Unfortunately due to the problem we’ve hit with Construct 2, we will not be putting the NES version of the game into the build as it will double the size of the game. If they fix our issue, it will be added in an update, otherwise there will be a separate downloadable version a little further down the road. It will still happen though! But the constant errors have taken away from our dev time heavily. The NES styled version is still part of the full package and will of course be free!

On another not so happy note, the exporter for Construct 2 called Node Webkit has had it’s Linux and Mac support broken in the past couple of months. Well – the Linux actually works, apparently a file Node Webkit uses has been removed from more recent Linux builds. We’ve only had one person tell us there was an issue with this so far but we’d rather make sure the game is working 100% before we release it. So both Mac and Linux versions will be held back until the Node Webkit issues are cleared up. The Mac version just goes to a black screen for me, and refuses to load on either of my Macs.

The Windows version of the game will be out on time.

And now to end on a happy note, here are screen shots of the game in action as of now!

And if you haven’t seen the rebuild of the first stage yet, here is a full video walk through! Enjoy!


Thanks you for your continued support and we look forward to getting the game into your hands soon!!

The Causal Bit Games Team

Insanity’s Blade Level Rebuilds!!

April 7th, 2014 Posted by News No Comment yet

Completely rebuilt stages, tons of additional graphics, better enemy graphics… sound and the real sound track!

With the addition of the second player, we’ve decided that the old Nintendo styled stages were no longer going to work. We’ve made them all more arcade or SNES like in order to accommodate both players on screen, no chance of getting stuck behind a million walls!

With the rebuilding of the stages came a ton of all new graphics and effects. Stage one, as you will see in the video below, has had many additions made to it aside of the new level layout. Stages like the plagued city and the graveyard which were originally wall jump heavy, have now been stretched out with minimal wall climbing parts and way more action. Wall climbing is easier with single player and causes a lot of issues between players falling and jumping when near the bottom or top of screen.

Also, the heroes have been updated with a grab button. You can now toss zombies freely through the air as well as the addition moves that came with grabbing certain zombies like using an arm as a weapon, tearing a zombie in half over your head or mashing it’s neither regions with your boots.

Full sound and proper music has also been added in game now.

Also – you’ll notice in the video we’ve added widescreen support!

Check out the video below to see the full stage one update complete with villager mangling intro!!

Cheers and thanks for all the support!!!