Official Beta Launch


This weekend, we have finally promoted the latest Galactic Colonies build into beta phase.

The Android version is live in the store and the iOS build can be tested via Apple’s TestFlight. What this essentially means is that everyone willing to test can just get the game from the PlayStore/AppStore without us having to manuallly add them to a testing list.
You can get the latest version of the game right here:


The live build is more or less feature complete but still has plenty of bugs for you to find :)
The goal of this public beta phase is to weed out all the problems and work on the overall game balancing.
We don’t know how long the game will stay in beta phase before being promoted to full release, but I would expect we will keep it there for a couple of weeks at least.

We love your feedback! You can give us your opinion over on the GC subreddit or hop over to our Discord server to let us know what you think.
Don’t forget, you can always find the release notes for the latest game update right over here.

Thank you and have fun playing!

60fps on low-end devices

In our upcoming game Galactic Colonies, players can build huge colonies with hundreds of buildings. With that much going on on-screen, we had to work hard to keep a stable framerate even on low-end devices, and prevent phones from overheating.

Michelle recently wrote an article about that very topic and our friends over at Unity were kind enough to publish it in their Buffbot section. In the article we share some technical insights on how we approached this problem and how we managed to render all those huge colonies without your mobile phones melting.

Check out the article over on the Unity website and see how we squeeze all those great looking pixels on your device.


Galactic Colonies

After releasing Crafting Kingdom in March last year we got a lot of great feedback for the game. People generally had a lot of fun with the game and now, over one year later, we still have a lot of active players.
We also got a lot of requests for new and additional features to make the game better. Many of those suggestions ended up in one of the many patches we put out over the past couple months. Other things however, we weren’t able to add to the game, simply because they would have been out of scope for the type of game Crafting Kingdom is and would have required extensive rewriting of big parts of the game.
In summer last year we made the decission to start work on a new project, so that we could put all those ideas we had flying around into a new game.
We have been steady at work over the last year working on Galactic Colonies, the spiritual successor to Crafting Kingdom. So far the game has been flying a bit under the radar, but we have made some great progress in the last couple of weeks and the game is now finally in a state where we can show a bit of gameplay.

Check out this screenshot from this week’s development build.

A colony on a jungle planet
(A colony on a tropical planet)

Yep, looks pretty different from Crafting Kingdom. We are not in a fantasy kingdom anymore but in outer space!
The world map also got a ton of new features: Not only is everything in 3d now, but the map is fully interactive and procedurally generated for every planet.
Instead of playing on the same map over and over again, you can now explore a procedurally generated galaxy with thousands of planets, each and every one with a unique map and mission goals.
The game also has a cool new meta mode which allows you to travel from planet to planet.

A space map with planets and a space ship
(The space map)

And finally, the quest system has been reworked. Instead of a random quest list, the game now has a huge techtree with plenty of individual research quests that allow you to unlock new technologies. Each technology that you unlock will provide a powerful bonus for your colony.

A huge techtree with lots of technologies
(The tech tree)

The game still is not ready for release but we are getting there. We will post a bit more information about the game, now that we are getting closer to the release date.
In the meantime, head over to to see more screenshots and get more infos on the gameplay.

MetalPop Games @ GDC

It is that time of the year again!
The MetalPop team is leaving to beautiful San Francisco again, for a week of video game awesomness! While we are there doing business we are of course looking forward to all the cool talks and great developers to meet.
We would love to meet all of you, so just ping us and let us know if you would like to hang out!

The official logo of the GDC 2018.
GDC 2018

Project: N.E.O.N.

This month we took part in the Unity Connect Neon Challenge. We crunched out a short realtime rendered video which showcases Unity’s realtime capabilites. Check out the video below and let us know what you think.
And if you think those assets in the video look familiar, it is because they do :) We build many of those assets back in the day for our sci-fi adventure game Rick Future. We threw all the old stuff into Unity and polished it up.
Check out our entry, thevideo and screenshtos below:

Project: N.E.O.N. – Unity Connect Challenge

Also, don’t forget to give us a Like, so we can win the community award.


The Mega Sale is on!

Good news for all those of you who haven’t yet checked out our Unity assetstore packages. Unity is doing a big ‘Mega Sale’ and all our assets are 30% off right now, up until December 8th!

This means that you can get both our UAP plugin and the ‘Fantasy Village Asset Set’ for 30% off. Hooray!
Just click the links below to go to the Asset Store and download the assets.




Crafting Kingdom Patching Palooza

Time for some Crafting Kingdom updates! We have released a couple of patches for Crafting Kingdom over the past couple weeks. And today another big balacing patch hit the stores.
The two biggest changes the latest updates have brought to the game are

  • A new cloud save/load feature
  • Changes to the storage upgrade costs

There have been plenty of other bugfixes of course but the two changes above are most significant.

Cloud Load/Save
With the new, fancy cloud save and load feature you can now easily transfer you game progress to another device without having to restart all over.
The new feature can be foudn in the options menu and is purely optional. If you want to make use of it you have to be logged in into GooglePlay/GameCenter so that your save game can be managed.

New cost for storage upgrades
You guys have been asking for lower storage costs for quite a while now. The latest game update finally makes storage expansions a bit more affordable. While the cost in the early game stays more or less the same, storage is now much cheaper in the late game. We hope that this change will make the late game quests a bit less grindy.

storage_costs(Upgraded Storage Cost)

Of course, there a couple of other balancing changes still left on our to-do list. Thanks again to everybody who has been sending in balancing suggestions, bugs and design ideas. Keep them coming!


Unity Accessibility plugin


It’s plugin time!
Today the good folks at Unity were so kind as to approve our new accessibility plugin to be released in the Unity Asset Store!

After a lot of work, testing and fine tuning the Unity Accessibility Plugin, or UAP for short, has now been officially released.

What is it?

What is the UAP? The plugin allows you to make your Unity games fully accessible to blind and visually impaired players by ‘making your UI speak’.

Unity is a great engine, but out of the box it does not support any of the screen readers on Android, iOS or Windows, which means that making your game accessible isn’t that easy.

This is where the UAP comes in and does the job for you. Making your UI accessible is super simple and just requires a few clicks.
Don’t believe us? Check out this basic tutorial video <LINK> to see how easy it is.

In a nutshell, here is what the plugin can do:

– Reach visually impaired players!
– Supports Android and iOS
– Works like VoiceOver/TalkBack
– Easy setup with a few clicks!
– Full C# source code!
– UGUI & NGUI compatible!
– Excellent support: Documentation, examples, tutorials!

Accessibility Kingdom

The UAP did already have a successful test run. We made our latests incremental strategy game Crafting Kingdom accessible using the plugin. The feedback from the blind community was great and all the visually impaired players out there helped us to test the plugin thoroughly.

Having the plugin tested by hundreds of blind players was extremely useful and helped us to find and fix a lot of issues and add new features.

So, if you want to make your game accessible, just head over to the Unity Asset Store and check out the plugin.

You can get the plugin here.

A basic tutorial video is right here.

The full documentation can be found here.

And if you want to know what will be added in the future, take a look at the project roadmap.
No post is complete without a few colorful images. So, check out those screenshots!





Crafting Kingdom


Today we finally released our latest game, Crafting Kingdom. The game started as a small side project and then blossomed into a small, neat incremental crafting game.
The game is out now on Android and iOS ready for you to play. You can get it here:

app_store_badge go_play_badge

What is Crafting Kingdom?

In its core, the game is an incremental clicker. However, the game focuses a lot on crafting resources, producing goods and then selling them. You start out small, chopping logs in your lumberyard and selling them. Eventually you will work your way up and be able to buy new buildings and production facilities which allow you to produce more valuable goods.

screenshot_1_hd  screenshot_3_hd screenshot_4_hd

The game does have quite some unique elements to it though. For one, all the goods that are being produced need to be stored somewhere, and hence managing and expanding your storage becomes more difficult as you progress through the game. Furthermore, in order to sell the most valuable goods in the game, the player needs to set up rather complex production chains. Resources can be used to craft products of higher values, which can then be combined into new, more expensive, products. It sounds easy in theory but in the late-game phase it can get difficult really quickly when you need to balance multiple resources and set up your production chains so that they produce at peak efficiency while you are offline.

All this is wrapped up in a lot of meta game elements, such as a quest system that works in tandem with a traditional ascension mechanic. Each player also has their own estate. The estate is a kind of castle the player can build out over time to gain more permanent boni.
Enough said, head over to the stors and give it a try!


#gamedev Stream VOD

We were happy to welcome Steve ‘Stevinho’ Krömer for another #gamedev and Beer Defense Force stream to our office in Orlando.

This time we started a little game jam and developed a small but epic game called “Call of Krömer”, which will be available in the near future. And of course we got some Beer Defense Force updates for you.

If you missed the stream, you might want to check out the (German) VOD:

We hope to see you in our future streams and in our forums!

In unserer deutschen Forenrubrik haben wir einen Feedback-Thread angelegt. Wir freuen uns dort über euer Feedback zum Stream und natürlich auch über rege Diskussionen zu Beer Defense Force, Call of Krömer und zur Spieleentwicklung im Allgemeinen!

Unseren Gast Steve “Stevinho” Krömer findet ihr auch auf:

Youtube, Twitter und im Just Network!

Fantastic Update

A beautiful fantasy village.

Just to let you know: we recently updated our lovely Fantasy Asset Set in the Unity asset store. We added a bunch of new LOD assets along with a few other tweaks.
In case you haven’t checked it out yet, go here and have a look.
We are also planning to add more assets to the pack in the future. Now go and buy a copy, or ten or twenty, …