Hex Gambit servers are out of AP


First, two notes:

  1. This is only a Hex Gambit thing. Outwitters and Space Food Truck‘s servers are still going strong.
  2. Adam is still working on his first solo project since Alex’s departure. It’s self-funded and going well.

Now bad stuff:

It’s costing us more to run the Hex Gambit servers than we make from selling the game. So it’s with a heavy heart that we announce the end for HG, probably my favorite game design in our nine years doing this.

Servers will cease operation for online matchmaking starting Tuesday, June 18, and the game will no longer be listed on Steam or the Humble Store.

Anyone following Hex Gambit’s development knows that the road to our intended Switch release has been a bumpy one. We over-extended ourselves trying to make the game console-worthy. It took an extra year rushing like mad to deliver on all our promised features, and that’s a long, expensive delay. We were counting on our Steam launch to put a little extra gas in the tank to finish the Switch version, something in the ballpark of Space Food Truck‘s performance. But alas, there was no gas on Steam for poor Hex Gambit.

After Alex bowed out for a full time job, he planned to peck away at the remaining work and eventually make good on the Switch port, maybe sometime in 2020. But the prospect of bleeding money until then just isn’t an option. We know that the Switch version was the big deal that everyone was waiting for, and we threw everything we had into making it happen. If I’m ever in a position to make it up to our Switch Kickstarter backers, I will. We’re both very sorry that this is how it ends.

Categories: Hex Gambit, News

One Man Left


From the Desk of Alex Okafor

Hi OML fans!

Just wanted to start off this post with a huge thanks to our entire community of fans, players, and supporters! We wouldn’t have made it this far without you guys. It’s been a minute since our last update, and I wish this was more of an uplifting “bringing in the new year” post. Unfortunately, the last few years haven’t been the kindest to our studio, and to the indie game development scene at large. The combination of difficult market realities, and having burned the midnight oil for years on end is finally catching up with me (oh, to be young).

Going forward, OML is no longer a full-time endeavor for me. I’m currently happily in a new full-time position at another company.  When I think back on the years of development, the thing that sticks with me is the encouragement and excitement from our fans on what we were working on. You guys made it worth all the effort. I’m still in awe at the fan art, tools, community led tournaments, and support our fan base had shown over the years.

  • So what does this mean for our online games? Our current game servers will continue to operate. If the situation changes with any of them, we’ll notify players on appropriate channels (this blog included).
  • What does this mean for the Hex Gambit Switch port? It’s still in development, but at a much slower pace after hours. As such, I can’t really give an estimate on when it’ll be ready.

Again, I can’t emphasize enough how great these last 9+ years have been, and can’t thank you all you enough for that awesome opportunity.

What About Adam?

First of all, I’m grateful to Alex for taking me on this adventure in the first place, and I wish him the best.

We’d both like to offer a sincere apology to our Switch backers for all of the delays you guys have endured. After a rougher-than-expected Steam launch, we just found ourselves without any options to continue HG development full time. We over-promised, and we’re doing everything we can to make it right. Thank you all for your support and your patience.

While (as an artist) I can’t help Alex finish Hex Gambit any faster, I’m exploring my options for working on another game (don’t worry, there won’t be another Kickstarter) while taking on some contract work. If you’d like to see whatever might come next from me, make sure you subscribe to our mailing list and follow me on Twitter @oneadamleft. I have literally no idea what will happen!

If you’d like to contract me to help out with your project, I do all kinds of art with a specialty in UE4, and you can check out my portfolio right here.

What Now?


Space Food Truck is complete. We have a lot of features, expansions and gametype ideas we could still add to it (maybe we’ll post some of that later), but there was another project being tossed around that we’ve really been itching to green light.

In 2012 we made our first strategy game called Outwitters, and ever since moving on from that game we’ve had a pet obsession. When I looked through our “Outwitters 2: Think Again” folder just now (that was a working title), I counted 9 hex-based, PvP strategy prototypes we’ve tinkered with. Some were a lot like Outwitters, and some were barely recognizable. Finally, after 4+ years on and off experimenting, we’ve got it. A worthy successor. And that’s what we’re working on full time, starting next week.

In about a year, we hope to have it ready for launch. There will be a Kickstarter, and we will need your help! If you haven’t signed up for the mailing list yet, definitely do to keep up with our progress. And you can also check back here weekly to peek over our shoulders while we work.

Categories: Hex Gambit, News, Outwitters
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Space Food Truck is out today for tablets!


iOSDL Android

Our cooperative card adventure Space Food Truck arrives on iOS and Android tablets today! Now you can scour the galaxy for exotic ingredients on the go, asynchronously, or pass your device around the room. The game even has cross platform support, so any iOS, Android, or PC user can join your crew if you meet up in the same lobby.

With the smaller screen comes a smaller price of just $9.99.

PC Version is 50% Off!

And for a limited time at SpaceFoodTruck.com, we’re matching that tablet price for the PC version to celebrate the launch! The 50% discount also extends to our 4-pack, which already saves you 25%. We heard you liked discounts, so we put discounts on our discount.

No matter what platform you’re on, it’s a great day to grab Space Food Truck.

Categories: News, Space Food Truck
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SFT Summer Sale!



Space Food Truck is 33% off for the Humble Store Summer Sale, now through September 16th at 10am Pacific. That goes for single copies of the game, and the already-discounted four pack! We’ve just recently added asynchronous support to the game, so this is fantastic time to find a crew online and whip up something spacious. And don’t forget to check out our quick tutorial series to learn the ins and outs of Space Food Truckery.

Categories: News, Space Food Truck
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It’s Your Turn



It’s been a long time coming, but Space Food Truck‘s asynchronous update has just been soft launched! I guess it’s only medium-soft; I don’t know if you’re supposed to tell people you’ve soft launched something. Anyway, the Online Games section now supports hopping into a live game lobby to play the whole thing now, or joining an asynchronous (your turn/my turn) game to play at your leisure.

So what’s the difference between our live play and asynchronous? If you happen to have a few players bite immediately on your async lobby, you can play exactly like a live game as long as the current turn’s player is online. The difference is how we deal with players that leave.

In a live game, a dropped player has 60 seconds to rejoin before their slot is forfeited to one of the other players. In asynchronous, when a player leaves the game pauses until they return. Once your turn comes back around, you’ll get a Steam notification. We really want to add a 48 hour time limit to boot inactive players, but we’ve hit some technical snags on that front that we’re trying to work through.

There are a few minor visual bugs in the game list that we’ll be dealing with before we call asynchronous “official”, but otherwise it’s been performing really well for us in testing. This update should make it WAY easier for you lonely hearts to find a crew online. If you encounter any weirdness, let us know at bugs@spacefoodtruck.com. Happy trucking!

Categories: News, Space Food Truck

Morphin’ Time


Testing how malleable Blender animation and rigs can be. Blank Man has become Lizard Man!

Categories: News
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It’s Alive


After a little more than a month of 3d re-education, I’ve finally got a decent animation to show for it. With some more experience, maybe I’ll be good enough for us to make a decent-looking 3d game.

Categories: News
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Still Alive



I’d hoped to have more cool stuff to show off from my 3d training tangent, but I’ve spent the past week refining that same old Blank Man model and rig. The past two days have been devoted to this one flippin’ shoulder, which is apparently a very tricky part of the anatomy to get right. This model went from “I’ll make a formless blob in the shape of a man and move on” to “I’ll make a person with good edgeflow I can base all my people-shaped models on”. I’ve deleted his hands and shoulders 3 or 4 times each, but I’ve learned a ton buckling down and trying to get it all right.

I believe asynchronous play is coming to Space Food Truck this month, after which I think we’ll do some game design again. I think I remember how to do that.

Categories: News, Space Food Truck
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Rejoice, Rejoin!



After a month or so of major overhaul to Space Food Truck‘s networking functionality, we’ve just released a convenient rejoin feature for online games! Now if a player is disconnected mid-turn, they’ll have a full 60 seconds to pick up exactly where they left off. There’s no longer a need for anyone to exit and rehost, or to retake the beginning of your turn to catch up. A popup will appear on the main menu after you’ve disconnected, or you can click “rejoin” in the “Find Online Game” screen.

Of course, this feature is just the first big hurdle we needed to clear on our way toward full asynchronous support. Soon it’ll be much easier to find a crew for a pick-up game of SFT online, and you’ll have the option of taking your turns whenever it’s convenient for you.

Categories: News, Space Food Truck
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