Nom Nom Galaxy (Ver. 0.99) – Chunky update that eats like a meal!

Nom Nom Galaxy (Ver. 0.99) - Chunky update that eats like a meal!

Welcome back, Astroworkers!

It’s been quite a while since we last spoke! After the Christmas update we took some time away from the blog and our regular updates to put our heads down and work on a host of key features. We’ve had a lot cooking up and now we’re ready to unveil the merger between feedback from our dedicated early access supporters and the ingredients we’ve had on the shelf at Q.

And because we really want everyone to get a taste of this new flavor of Nom Nom, we’re reducing the price for the remainder of Early Access to $9.99 (Note: Price change will be reflected on Steam later today). If you’ve been waiting for a good sale to check it out, it’s the perfect time.

update_01 (1)

There have been sweeping changes and updates throughout the whole Galaxy. Because the scope of this update is pretty huge, we’ll just give an overview today and then give more details about the changes over the next couple of weeks. When you launch Nom Nom you’re going to see new robots, enemies, planets, building parts, optimization, new modes, new moves, and… gum!?!


The foremost issue on our plate was getting Nom Nom Galaxy optimized for better play on a wider variety of machines. It’s something that we hoped to be able to address earlier in the game’s development, so we’re really happy to put this new update out. Essentially, we’ve migrated Nom Nom Galaxy from our old PixelJunk Engine to an updated version that Double Eleven created when they were porting the other PixelJunk games to Steam. The original engine was beginning to show it’s age – it’s the engine we used to create all of our classic PlayStation 3 games. And while the ol’ girl served us well, Nom Nom was sometimes too much for her to handle. The game looks pretty simple on the surface, but there’s lots of stuff going on in the background, like how the planets are held together, fluid and gas dynamics, and calculating the “living parameters” of the plants and animals.

The update to the new engine, along with lots of code optimization on the team’s part, means that soup production for our Astroworkers should be a much better experience. There’s support for a wider variety of graphics cards, controllers, and monitor setups.

We don’t expect everything to be perfect straight off the bat, so make sure you jump on the forums and let us know how Nom Nom is running on your rig.


Okay, I know you’re eager to jump back into the soupy fray, but there’s something that we’ve got to do before we start. Because of the magnitude of the changes, old Nom
Nom save data is no longer compatible with the current version and you’ll need to start new games. When you start you’ll be greeted with a new screen for managing your game data. Name your company and you’re be ready to work.

One of our largest tasks was bringing together Yamamura’s quirky art and our soup theme into an entertaining story and campaign mode. We’ve hinting at the larger theme of galactic domination by means of soup, but now you’ll be able to dig into the background of the Galaxy. When you get to the new main menu, you’ll see the new campaign mode, Corporate Conquest, where you can start your hostile takeover of the galaxy.

スクリーンショット 2015-04-15 16.17.27

Corporate Conquest starts you at the training facility and you’ll need to finish the two tutorials in order before you start exploring. After completing them you can go to any planet in the first sector of the galaxy. Each planet has two different play styles, a market battle vs. rival soup corporations and S.O.O.P, a sandbox mode for all those Astroworkers who want to make bases that are visible from space! You’ll need to complete the market share battle to unlock the S.O.O.P mode for each planet.

To move to other sectors of the galaxy Robo-shacho requires that you discover recipes available on those planets. When you’ve satisfied him, the gate will unlock and you can move on to new planets.


The new Corporate Conquest mode has changed the way research works in Nom Nom Galaxy, also. Conquering rivals in market share battles earns you research unlocks. Those unlocks will carry over to future planets. We’ve done away with unlock keys on the planet, but you’ll still need to earn enough gold by selling soup to buy research.

Well, I can imagine that by now the soup in your noggin is swimming with all of this new info that we’re dumping on you. This is just the beginning, but it should get you prepared to take on the mantle of Astroworker once more. We’ll be back later this week with more information on the new and improved Nom Nom Galaxy!

As always, please let us know what you think in the comments here, in our Steam Community forumFacebook, or Twitter! See you next time!

Dancing With Monkeys & Forks

Dancing With Monkeys & Forks


Samurai Programmer Sawa (and cub) here!

Previously I talked about how “Over 70% of PixelJunk is done with scripts”. Today I want to speak a little bit more about “GameMonkey Script”. Why? Because I want more game developers throughout the world to use it!

To get the ball rolling, most of the basic things you’d need to know are available on the public page.

GameMonkey homepage

GameMonkey reference

Furthermore, we’ve gone and improved on this original flavour over time.

The convenience of threads should be felt in your belly every time you use them but, our GameMonkey is even simpler.. more convenient.. more wild!? You can make threads.

global WildThreadingFunction = function()
    local a = 10;

        // This is a thread

        // the local variable gets copied so, "10" will be shown
        print( a );

    local sound_pointer = Q.PlaySound( "WILD" );
        // Here's another thread

        // Animation goes here
        sleep( 0.5f );
        sleep( 0.5f );


Do you feel it? Can you feel that convenience?

Making threads everywhere easily is all nice and good but, the real guts of the value is that local variables get copied into threads right? With this, you can get rid of a lot of useless variables and arguments, the data and processing can be squeezed into one place.

This is deeply concerned with the programs readability. It means you don’t need to jump around here there and everywhere in the editor looking for stuff!

Regarding this fork、it’s been implemented in the latest version of GameMonkey, so feel free to try using it!


That’s all for today!


Workin’ the monkey

Workin' the monkey

Morning! Samurai Programmer Sawa (and cub) here!

Is everyone finding the dev blog useful!? Chat with us in the comments whenever you like~!

Ok, so have you ever seen the credits of a PixelJunk game? Anyone that hasn’t, get straight over to the PSN Store, buy all the PixelJunk games and clear them! Did you notice a name that appears every time in our credits? Yep that’s right, it’s our CEO Dylan Cuthbert… ..wait no, i’m talking about Game Monkey!!

It might feel weird, but over 70% of PixelJunk games are made in script. PixelJunk Inc. is of course no exception. The name of that scripting language is Game Monkey, our dearly beloved, stylin’ monkey friend.

And with that, here’s this week’s “imagination shot”!


As you can see, there’s lots of ‘sleeps’. If you want to put a brief delay between this thing and that thing a ‘sleep’ can help you out. Although, if you’re not careful the code can get overrun with them.

It’s still better than the alternative though, of implementing ‘sleeps’ in C++, then having any small tweak trigger an entire C++ build each time… that’s a big waste of time we’ve avoided.

GameMonkey lets you easily make threads (typically called fibers or coroutines) making it super convenient!

If only it could get more exposure…

Waah♪ O-ooh a-aah♪

Oh!.. My cub and monkey are calling.. I’ll leave it here for today.


Bend the world!

Bend the world!

Drink beer everyday,everynight ~♪
Good beer after work! One more please!

hello! I am drunk robotic artist Yamamura!

I am happy to announce PixelJunk Inc.  I tell to you something about new art style. Well, from the self-introduction, like last week Sawa, I am also Japanese! ! But I am single! Sawa envy… …there is only drink beer!

Beer-can mountain just grows like that, but, of course, I make the many art! This time, it is the story of the world’s distortion.



Although you’ve seen many other world, Inc. has been bent a little from the early days. We will get the entire screen distorted, give the atmosphere of a mysterious planet! I tried to create a sample that has a few different angle distortion, we tried among the actual game prototype.

40 degrees feels round planet, but I was feeling a little drunk. We think 3 degrees is good for play!

Tiles pop out, looks like paper texture of the screen? I will talk of something like that next time also.

ok! I finished work and I drink some beer with robot!


Profound Profilers

Profound Profilers


I am samurai programmer Sawa!

Now that the fresh new PixelJunk Inc. name has been announced, I think it’s time for some new fresh blog posts to go along with it!
I’d like to start posting some delicious programmery details on PixelJunk Inc. for you all to see.

So I suppose there are lots of people who wonder; what is game development like? What sort of people work on games? I’ll give a little bit of an introduction.

I’m a native of Kyoto! The Japan inside Japan! I haven’t visited overseas!

Ok, everyone feeling relaxed?

This week I’ve been working on optimization of some rendering systems.. lets look at this splendid screenshot of Inc.!

Wah! Lots of things here. What is all this?!
This is the PixelJunk profiler. What kind of things are going on here?



Uh-oh. It looks like some ninjas have snuck in here. I’ll have to leave it at that for today.

The World Wasn't Made in a Day

The World Wasn't Made in a Day

Hello! I”m Andy and this is my first post on the 1-6 blog. Since I normally like to keep a low profile and nobody knows me, I”ll briefly introduce myself and what I do at Q.

I”ve been working on PixelJunk as an artist way back since Racers. I did most of the art for the original Monsters, was responsible for the general art direction on the Shooter games and SideScroller, but I have a CS degree and got in the games industry as a level designer  because I like making levels. Because of this, I also did a lot of level design on Shooter and SideScroller, and am now helping out with programming on 1-6.

One of the things we wanted from the start in 1-6 is to have a world that is unique every time the game is run, so that every player will have a different experience, and also hopefully that people who buy the game will want to restart and try again on a different world. Anyone who has played Minecraft will be familiar with the excitement of starting a new game and finding a completely new world to explore, and this is something we would like in 1-6.

What I”ve been doing this week is writing some tests to improve our world generation. The meat of this is finding algorithms that can generate interesting patterns and coaxing them into creating features in the world such as tunnels, caves, ravines, forests, mountains; Basically areas that players will want to visit and hopefully instead of having a mess of extremely random looking shapes, will be memorable and easy to navigate by.

One of the easiest ways to add a memorable area into a procedural world is to have pre-designed areas saved in a file separate to the world, and have the world generator just stamp these into the world at random positions with only simple rules to guide it. One example is a rule that says there can”t be more than one of these stamps per world, another is a limit that prevents the stamp being placed too close to the surface of online casino dgfev the world. You could also have rules that makes stamps join together procedurally to create more complex areas.

Adding stamps can add interest to the world, but one of the problems is that – especially in a 2D game, where the player has not got a very wide view of what is around them – a single stamped area will only really be found by accident, when the player stumbles into them.

In order to help get around this problem, one thing I want to try doing is to add clues in the world that suggest the existence of something. When a player finds these clues, he or she should be able to deduce that if they follow the trail, they will find something that they are looking for. Some examples are natural formations such as a river flowing towards a lake, certain flowers that always grow around the edge of a desert, or small ruins suggesting the existence of a temple nearby.

Whilst it”s still early days for my tests, I hope to have more to talk about in a future post.

Porting to Platform X

Porting to Platform X

Hi everyone. Many of you have asked “will PixelJunk 1-6 be on Platform X!?”. I’d love it to be on Platform X! It’s my favourite! :) We wanted you guys to hear the discussion we’ve been having on how to make it easier to potentially port in the future.

So there are a few popular libraries out there that can make porting your game easier. Recently, we’ve been looking specifically at SDL. SDL and similar libraries float ‘between’ your game and the OS (whichever it may be) to help unify lots of OS specific things and make it easier to write your game. So instead of worrying about how to play a sound or open a window in Windows & Mac & Linux, SDL just takes care of that for you. Some developers using a less cultivated engine might even find SDL a bit sparse and prefer to go with something more feature rich like SMFL. To implement SDL requires parts of existing code to be re-written and wrangled to explicitly use it. Once you’re done though, you can just write to SDL and not worry so much about what platform the game will float on at the end.

The problem is, the longer you wait to implement it, the harder it gets (you’ll have more stuff to re-write and hook up). The plus-side is it would be a relatively small time offset now for a huge time gain later in the event we did go to other platforms like Mac, Linux or beyond. A port might be doable in just 1 month rather than 4. However right now, it means that game development would stop for 1-2 weeks while our lone programmer implements it. Unfortunately, our current team size means this doesn’t really feel possible at the moment. >_< If we can find some extra time or an extra programmer, it is definitely something we’re considering though. It would mean more people could play PixelJunk 1-6!