Migration Notice

In addition to the news about the Ludum Dare, I wanted to let everyone know that we’re officially migrating this blog to our new Tumblr:

Magnesium Ninja Tumblr

We feel like Tumblr is an easier way for us to be active with our own content and with other people, and it’s much nicer to use. Hopefully you’ll follow us over there!


A Breath of Life

Hey everyone!

It’s been far, far too long since I last wrote one of these. If you scroll down a little bit, you’ll see a happy little blog post talking about how school and work were bringing our C++ exodus to a halt. I talked briefly about a side project, and how you might hear more about it soon if you were lucky.

You weren’t lucky. Thankfully, we didn’t die, nor did we run screaming from the prospect of making games. After a number of months of soul-crushing silence, we’re back today with an official announcement of our side-project-turned-real-project:



Overclocked is a momentum-driven action game in which you play as Amber, a member of a specialized task force in a world where body modifications to link nervous systems with computers is rampant.

What makes Amber’s task force special is how they use their mods. In order to enhance her abilities and attune herself to the suit that she wears, Amber overclocks her on-board computer, making her incredibly powerful, but also highly vulnerable.

One wrong move in Overclocked spells the end of the road. Amber’s suit will be damaged, causing physical and mental injury. Overclocked is a game about forming strategies on the fly, cautious aggression, and nonstop action.


We’ve been plugging away at Overclocked for the past couple of months (picking up the pace in the last week or so). We’re still early on, but the beginnings of a really solid and exciting game are already showing their faces. We’ll have more to show as this project continues.

We’ll be posting plenty of updates here, but if you’d like to see more frequent and nitty-gritty details, you can follow our project on TIGSource, at the following link:


Check back soon for more details! I’ll be doing my best to post frequently as new features pop into the game, as well as to detail some of what we’ve already done.

See you then,


Project Sky Announcement

Project Sky


Hello everyone!

We’ve been working on a new project for a couple of months now, doing some intense design and engine work. The game is still most definitely in its infancy, but we think it’s time to start talking about it.

Project Sky (Working title) is a game of pirates, both in the sky and on the ocean. As the captain of your own ship, you must form and maintain a crew that is strong and loyal enough to fight with you through a perilous, shifting world full of raiders, monsters and traps.

Each time you play, the world that you traverse will be completely different. Locations will yield different results, and raiders could attack at any time. You must always be on your guard for anything, because if you die the game is over.


We’re going to do our best to make the development of Project Sky as transparent as possible. We want feedback at every phase of the game in order to make the best game that we possibly can. In order to do this, here are some of the things we’re planning for the game:


Still Alive Saturdays

As much as is possible, we’re going to be doing weekly updates every Saturday, discussing some of what we’ve been working on, as well as expanding a bit on the features of the game. This will be an opportunity for you to learn more about Project Sky, and to tell us what you think of the going ons.


Development Streams and Video Updates

I’ve spent some time refurbishing the Magnesium Ninja Twitch and Youtube channels (Links to those should appear soon enough). I still have some testing to do, but we should be able to stream parts of our development. I would love for this to become a scheduled event, but with school going on I can’t make any promises just yet. Be sure to follow us on Twitter and/or Twitch to be notified of when streams are going live.

Our Twitch channel can be found at http://www.twitch.tv/magnesiumninja.


Beta Testing

We would love to have members of the community work with us to make the best game possible. We’ll be talking more about this in the future, but we’re letting you know about this now!


I hope that some of this has piqued your interest. We’re staying fairly quiet about the game’s features right now, but stay tuned because we’ll be revealing more as time goes on.

See you all next week for the first update!



The Vigilante: Single Shot Justice

Hey everyone!

Justin and I spent this weekend participating in the 28th Ludum Dare competition. You can read the details of the competition in the post below if you’re interested.

The game is an interactive visual mystery novel about a vigilante who is trying to prevent a murder she know is going to happen. A standard playthrough will take about 40 minutes, and there is no saving (72 hours, sorry!), so make sure you’ve got time to finish.

You can find the game here: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=3595

This competition was an absolute blast. We had a lot of fun (despite me getting sick halfway through) and the end result is something I am incredibly proud of. We hope you enjoy the game!

-Chris and Justin

Relic Romance Beta Release


After close to a year of hard work, we are proud to finally be able to release the Relic Romance beta to the public! We’ve spent a lot of time crafting this game, and we aren’t done yet, but figured it’s time to let everyone see what exactly we’ve been making all this time.

For those of you who don’t know, Relic Romance is a competitive two-player hotseat game. In it, you and your friend (or enemy) go head to head to level up, kill each other and be the first one to cash in the Relics that spawn on the edges of the map. It’s all very dramatic, fast-paced and, well, romantic! You and your frienemy are going to get very close, and there may be some shoving involved. It’s all part of the fun.


Before you download the game and start playing, there are a few things you should be aware of:

  • This is a beta, and there are some things missing
  • This game is two-player only, unless you can play both sides at the same time (which would be awesome)
  • Make sure you read the README file in the .zip, as it will give you more information on how to get the game running smoothly.

This beta version is by no means perfect, and we’d love to get your help in making sure everything is balanced, fun and polished. Feel free to leave your feedback, positive or negative. All information you give us will go toward making the game better and better.

Now, without further ado, I present to you the Relic Romance 0.8 Beta:

Relic Romance 0.8 Download

Thanks for playing, and be sure to check back here soon for more updates!

-Magnesium Ninja

Ascension version 1.1

Weird, right? It’s almost as if this patch came a year late or something.

This is a small patch for Ascension that fixes/improves on the following:

  • The intro splash screens are now skippable
  • The font for dialogue boxes is more readable
  • Tutorials involving healthpacks, stealth and sprinting have been improved
  • A game-breaking bug involving Viola has been fixed


Your regular Relic Romance programming will resume shortly!


An Open Beta Impends!

Hello everyone!

It’s been a little while once again, but at least this time I predicted it, and for once I come as the bearer of pretty good news!

We’re launching a Relic Romance open beta. We’re not sure quite when, but we can promise you that it’s going to be soon. Don’t be surprised if we launch it sometime within the next two weeks. Now, I’m sure you’ve got a couple of questions. I’ll do my best to answer them in advance, using my psychic mind-reading powers:

Q: Why an open beta?

  • We figure it’s been long enough since we announced this project, and we want nothing more than to show you all what we’ve been working on.
  • It’s a great way to get feedback and an idea for how interested people are in the continuation of the project
  • The game is at this point largely technically complete. All it’s lacking at the moment is features

Q: What is the open beta missing?

  • Four of the classes are only partially complete
  • Many of the artefacts have not been added
  • Some enemy types
  • The game is probably a little unbalanced

Q: Where can I find the open beta?

  • Primarily it will be released on our website, but we’ll advertise it on a couple of choice websites (TIG, Twitter, etc)



All we’re doing right now is finishing up some last minute features that we’ve neglected until this point, adding in some missing art assets, and polishing/bug fixing. Even now, the game is fully playable and a boatload of fun, but we’d rather make sure it’s perfect before we release it. After that, well, we’ve got some surprises in mind for you guys.

Stay with us, we’re getting close now!