Panic Art Studios

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Panic Art Studios

Panic Art Studios

@panicartstudios

110% Independent small game development studio. Creators of Hero Siege. https://t.co/YEEG7beW31

Katılım Mart 2015
66 Takip Edilen4.6K Takipçiler
Panic Art Studios
Panic Art Studios@panicartstudios·
Suomalainen työvoima on liian kallista ja usein laiskaa, epämotivoitunutta ja tehotonta, huomioonottaen riskit joihin suurimpana kuuluu se ettei huonosta työntekijästä pääse eroon. Me pyrimme palkkaamaan etätyöntekijöitä ulkomailta tästä syystä, maista jossa motivaatio ja kiitollisuus on korkeammalla tasolla.
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Toblerone
Toblerone@Isotuoppi·
Ihme kun kukaan suomalainen ei tule 8€ tuntipalkalla ja 0-tuntisopparilla töihin - tai vaihtoehtoisesti voit työskennellä kevytyrittäjänä 13€/tunti.
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Joshua Khane
Joshua Khane@JoshuaKhane·
Microsoft DELETED my account AND OneDrive!!?? After ACKNOWLEDGING that I’m the owner of the account and that it was compromised??? 25 fucking years of data, thousands of euros spended on games?? My son’s baby pictures? GONE! All because MICROSOFT couldn’t bring back a compromised account?? One of the biggest companies ever coulnd’t do that so they just deleted that shit like it was nothing?? Fucking shame on you!! @microsoftnl @MicrosoftHelps @MicrosoftHelpt @Microsoft #microsoft #hacked
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Panic Art Studios
Panic Art Studios@panicartstudios·
Many people have asked me this, so to clarify, the Killing Spree passive stacks up to 100 times!
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Panic Art Studios
Panic Art Studios@panicartstudios·
In the Ebontharn expansion, not only are we adding 24 new items, but we're also reworking or rebalancing some outdated items to make them more exciting and desirable!
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Waffledragon
Waffledragon@zerothoughts_22·
@panicartstudios Super new to the game and very excited to check it out when the new update comes out!
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Panic Art Studios
Panic Art Studios@panicartstudios·
We have invested a lot into a better server infra, we now have 2 people instead of 1 on the servers. The plan is to shard main servers in each region, add more load balancers between machines and manually migrate people from overcrowded servers to new ones we open. This costs a lot of money, but we are ok with spending a lot of money to make it a better experience for our players!
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Diego N
Diego N@diviel·
@panicartstudios No. Fix your server. And don't give us the 'we weren't expecting this many players ONLINE' excuse AGAIN! Gonna skip 100% this season.
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Panic Art Studios
Panic Art Studios@panicartstudios·
Are you ready to dive into Hero Siege again?
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В41
В41@evgeniy_ivan·
@panicartstudios Ты лучший. Я буду строить.
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Panic Art Studios
Panic Art Studios@panicartstudios·
Here's an example of how we're giving you more options to farm things you need, or diversify what content you'd like to profit from. There will be many more things like this! Want codexes? Now you have a direct way of going after them instead of being completely reliant on RNG. In Inferno, these are always infernal codex pages. Not only that, but we're going to make sure that when you heavily invest into a mechanic, it will be a guaranteed spawn.
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Panic Art Studios
Panic Art Studios@panicartstudios·
@_Roeb I have been on the indie grind for the past 14 years, and I love it. There is not a single complaint from my part, its a blessing and it makes me happy.
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Panic Art Studios
Panic Art Studios@panicartstudios·
@MattCouture5 Your top athletes cant even win the hockey world cup, all they can do is ram into each other, a sport not a single other country cares about. Relax buddy.
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В41@evgeniy_ivan·
@panicartstudios Мы хотим не терять опыт после смерти. Игра хорошая.
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Panic Art Studios
Panic Art Studios@panicartstudios·
@shaban_shaame Meanwhile an AI therapist is suggesting meth as a reward for a recovering addict. AI will always create worthless slop, eventually when everything is AI it will just go in circles devouring it self like oureoboros.
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Shaban Shaame
Shaban Shaame@shaban_shaame·
Are game developers doomed? Claude Fable 5 just did 6 years of my work in an afternoon. I don't think game developers are doomed. But our industry is about to change faster than almost anyone expects and I just watched it happen with my own game. Let me give you a concrete example. I started building Moonga when I was 17. After high school, I took a gap year before university and spent the whole year building the first version an online trading card game, back when web games were still in their infancy. It wasn't perfect. It was the work of a young developer. But it worked, people played it, and it proved the concept. In 2008 I rebuilt it from scratch, created a company, hired a team, modernized rules, redesigned experience, and we spent about a year and a half of work for an iPhone version. We launched on the App Store in 2010. Over the years we invested close to a million dollars. The game became especially successful in Japan and developed a loyal community. Ironically, our biggest challenge was never creating content it was maintaining the technology. Back then, iOS and Android meant separate codebases. A web version meant a third. Every feature, every bug fix, every improvement had to be duplicated across platforms. The maintenance cost was enormous. Fast-forward to today. I gave Claude Fable 5 the complete source code of Moonga roughly 500 cards, each with its own abilities and gameplay logic. It's years of accumulated game rules, edge cases, and design decisions. Five or six hours later, I had a fully playable version running on a modern multiplatform stack. One codebase. Web. Mobile. Modern architecture. A few more prompts and I was polishing interface and gameplay. It's not production-ready I could spend another week on animations, UX, and visual polish. But that's not the point. The point is this: years of accumulated development knowledge were enough for Fable 5 to recreate the entire game on a modern stack in a single afternoon. That doesn't erase the original work. Someone still had to invent the mechanics, balance 500 cards, design the systems, create the assets, ship the first implementation. But once that knowledge existed, rebuilding it became almost free. That's the real shift. The cost of implementing software is collapsing. The value is moving toward ideas, game design, content, world-building, community, and taste. We're entering an era where a small team or even a single developer can build what used to take dozens of engineers. For game developers, that's both terrifying and exciting. The question is no longer "Can I build this?" It's "What should I build, now that implementation is no longer the bottleneck?"
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Panic Art Studios
Panic Art Studios@panicartstudios·
@TheRefundPolice If people refund your game its probably not very good, the vast majority of people dont think like this.
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The Refund Police
The Refund Police@TheRefundPolice·
I do not condone treating indie games like free rentals. Indie devs pour years of work money, and actual love into these games. Steam takes a large cut making many of them not financially rewarding enough to support development as a full time endeavor. Short games should not get punished because somebody decided that under two hours should mean free entertainment. Refund when a game is broken or misleading. If it did what it promised and you enjoyed it please support the people who made it.
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Panic Art Studios
Panic Art Studios@panicartstudios·
@scumgrifter Season mechanic :). Normal turns into nightmare once you complete it, and nightmare is fully unlocked and has satanic zones in it. Hell is the next difficulty you get to beat now.
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@scumgrifter·
@panicartstudios curious if this is part of the expanding of zones for the 1-100 experience, i always liked farming lvls and gear in FOB on nightmare to lvl/ prep for hell before dungeon spam kinda got meta, looks like a juicy chest id spam run 🤑
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