Developer Commentary fix
Fixed bug that was preventing Gravity Bone's Developer Commentary from working correctly.
Fixed bug that was preventing Gravity Bone's Developer Commentary from working correctly.

Blendo Games · Klei Publishing
Fixed bug that was preventing Gravity Bone's Developer Commentary from working correctly.
Fixed bug that was preventing Gravity Bone's Developer Commentary from working correctly.
Thirty Flights of Loving is now Steam Deck Verified! This means: Steam Deck button prompts now display on-screen. Text size is increased to be more readable. In-game signage has been changed to display appropriate button prompts. Gamepad movement/look values have been tuned. Addi
Thirty Flights of Loving is now Steam Deck Verified!
This means:
Additionally, we took this opportunity for some other updates:
Big thanks for Ethan Lee for helping make this update happen.
We hope you enjoy the update!
We're happy to announce the Blendo Games merchandise store is now live and open for orders! Our selection includes items for various Blendo Games titles (Thirty Flights of Loving, Gravity Bone, Flotilla, Atom Zombie Smasher, Quadrilateral Cowboy). Wear a cool shirt! Slap a sticke
We're happy to announce the Blendo Games merchandise store is now live and open for orders!

Our selection includes items for various Blendo Games titles (Thirty Flights of Loving, Gravity Bone, Flotilla, Atom Zombie Smasher, Quadrilateral Cowboy).
Wear a cool shirt! Slap a sticker onto your laptop! It was a lot of fun designing these designs. We hope you like it.
A classic from Blendo Games, a short video-game story Thirty Flights of Loving received a 9 year anniversary upgrade and it came along with a fresh Linux port from Ethan Lee. Read the full article here:
A classic from Blendo Games, a short video-game story Thirty Flights of Loving received a 9 year anniversary upgrade and it came along with a fresh Linux port from Ethan Lee.
Read the full article here: https://www.gamingonlinux.com/2021/12/thirty-flights-of-loving-gets-a-9-year-update-including-new-linux-support
I fell mushy, gooey, sweaty in love with Thirty Flights Of Loving from the first time I played it. It's a rapid-fire, magical realistic heist game, which tells its short story using smash cuts, flashbacks, and no dialogue. It is now nine years old, and so of course it's received
I fell mushy, gooey, sweaty in love with Thirty Flights Of Loving from the first time I played it. It's a rapid-fire, magical realistic heist game, which tells its short story using smash cuts, flashbacks, and no dialogue.
It is now nine years old, and so of course it's received a 9th anniversary update. It has been "updated for modern operating systems", with menu, HUD and UI fixes, and Mac and Linux ports. Lovely.
Welcome to the 9-year Anniversary Update! 🍊 Updated for modern operating systems 🍊 New Mac/Linux ports 🍊 Menu/hud/UI fixes
Welcome to the 9-year Anniversary Update!
🍊 Updated for modern operating systems
🍊 New Mac/Linux ports
🍊 Menu/hud/UI fixes
Editor's note: If you haven't played Gravity Bone you should definitely do that before reading this. It's packaged with Thirty Flights of Loving, but you can also download it free directly from Blendo Games . Right from the start you know you're in for a treat. Trumpets blare a t
Editor's note: If you haven't played Gravity Bone you should definitely do that before reading this. It's packaged with Thirty Flights of Loving, but you can also download it free directly from Blendo Games.
Right from the start you know you're in for a treat. Trumpets blare a tune straight from Copacabana Beach while an elevator takes you to a raucous masquerade ball in the sky. Planes create smoke patterns overhead, while a trio of men in dark suits and sunglasses watch from on high, tracking you like the eyes of the Mona Lisa.
Gravity Bone has a lot of tricks, but its best is that it manages to feel lean and focused while still displaying the ambition of a game five times its size. In just 15 minutes it squeezes in an interactive tutorial, platforming, exploding birds, photography, plot twists, light puzzling, and a chase sequence that’ll blow your socks off—and it does it all to the accompaniment of upbeat Latin music.
You can tell that it was made on a budget (the party guests all talk in a wordless language that sounds like a frog getting stepped on), but Gravity Bone papers over the cracks by putting lots of interesting things on screen to constantly distract the eye. A green sign points to a door that you just have to look behind, a man with a red suit stands out from the sea of black-and-white outfits, a waterfall tumbles into nothingness. And besides, you’re not hanging around long enough to get bored. Within two minutes you’ve disguised yourself as a waiter, dropped a Manitoba beast bug into a champagne glass, served it to the man in a red suit, and made your getaway.
The second level pulls similar tricks. Basically, it’s the same task repeated five times: you freeze a lock, whack it with a hammer, and take a picture of a bird on the other side of that locked door. But it's broken up enough to keep you engaged, first by sending you into a new environment with a mini overhead train that you gawk at for a few seconds, and then by some platforming between flag poles that wobble in the wind.
Gravity Bone also slips in elements you’d expect from larger games, tricking you into thinking there is something grander beyond its borders. When you complete your first mission you're given money—but you never get the chance to spend it. One of your inventory slots remains empty, urging you to find an item to fill it.
The chase sequence is what really elevates it all. Up to then Gravity Bone feels clever, but running after the woman who shoots you is a genuinely frantic sequence that doesn’t give you a second to stop moving forward. You’re dodging incoming trains. You’re dropping through hatches. You’re falling onto a banquet table, the eyes of every diner on you. You’re following her over railings and along precarious rooftop walkways. It’s over in the blink of an eye but every section is so distinct that you can easily piece the whole thing together in your mind afterwards.
The chase culminates in a series of flashbacks after you’re shot and thrown from the top of a building. You see a car chase with passengers firing guns, a woman’s face, and an athletics race that could be from a school sports day. What's going on? Perhaps it’s just deliberately obtuse, or perhaps the obvious answer is the right one: it’s your life flashing before your eyes.
Gravity Bone is packed with personality. If you try to quit and then change your mind you get a cheer of celebration. Those five birds all fall off their perches and explode after the camera shutter clicks. When you land on a banquet table during the game’s chase sequence, your foot squelches in someone’s dessert as champagne glasses shatter.
It all adds up to a game that feels a lot more substantial than its short runtime, and demands multiple playthroughs to appreciate the detail that’s packed into it. Gravity Bone looks great, sounds excellent, and oozes class.
Do yourself a favor and give it a try.
There are more wonderful games being released on PC each month than ever before. In such a time of plenty, it’s important that you spend your time as wisely as possible. Thankfully, we’re here to help. What follows are our picks for the best PC games ever made. (more…)
There are more wonderful games being released on PC each month than ever before. In such a time of plenty, it’s important that you spend your time as wisely as possible. Thankfully, we’re here to help. What follows are our picks for the best PC games ever made. (more…)
Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time. Super-cool micro-Hitman, getting on for a decade old but feeling as fresh as ever. My memories of Gravity Bone turned out to have been a little scrubbed by those
Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.
Super-cool micro-Hitman, getting on for a decade old but feeling as fresh as ever.
My memories of Gravity Bone [official site] turned out to have been a little scrubbed by those of its successor, the more stylish, showy and cut-up Thirty Flights Of Living. I’d forgotten that, unlike 30 Flights, Bone is a fairly involved affair – jumping puzzles and death-traps and target-hunting. It’s all very active – you are the agent, not a mere witness to events. (more…)
Thirty Flights Of Loving , a needle full of adrenaline pumped straight into the brain, is an enduring slice of Only Videogames Can Do This. A cut-up of all the best bits of spy movies with none of the context – you have to bring that yourself, which is the best part of it – and a
Thirty Flights Of Loving [official site], a needle full of adrenaline pumped straight into the brain, is an enduring slice of Only Videogames Can Do This. A cut-up of all the best bits of spy movies with none of the context – you have to bring that yourself, which is the best part of it – and a delirious barrage of high-speed exploration, super-cool action and implied maxi-emotion. It is, I would venture without hesitation, unforgettable. In the absence of more Thirty Flights, here’s the next best thing: timelapse videos of its creation, with a lovely jazzy soundtrack throughout.
I'm very excited to announce Quadrilateral Cowboy will be released on July 25, 2016 at 10AM PST. Quadrilateral Cowboy is a first-person cyberpunk heist adventure from Blendo Games, developer of titles such as Thirty Flights of Loving and Atom Zombie Smasher. The initial launch wi
I'm very excited to announce Quadrilateral Cowboy will be released on July 25, 2016 at 10AM PST.
Quadrilateral Cowboy is a first-person cyberpunk heist adventure from Blendo Games, developer of titles such as Thirty Flights of Loving and Atom Zombie Smasher.
The initial launch will be for Windows, with the Mac and Linux builds coming in September 2016. Read more info at: http://blendogames.com/qc
See you in a week!
I'm very excited to announce Quadrilateral Cowboy will be released on July 25, 2016 at 10AM PST. Quadrilateral Cowboy is a first-person cyberpunk heist adventure from Blendo Games, developer of titles such as Thirty Flights of Loving and Atom Zombie Smasher. The initial launch wi
I'm very excited to announce Quadrilateral Cowboy will be released on July 25, 2016 at 10AM PST.
Quadrilateral Cowboy is a first-person cyberpunk heist adventure from Blendo Games, developer of titles such as Thirty Flights of Loving and Atom Zombie Smasher.
The initial launch will be for Windows, with the Mac and Linux builds coming in September 2016. Read more info at: http://blendogames.com/qc
See you in a week!
Have You Played? is an endless stream of game recommendations. One a day, every day of the year, perhaps for all time. Too many games are so terrified of me not understanding everything that they spew nonsense at me about their world, their characters, their story, and their magi
Have You Played? is an endless stream of game recommendations. One a day, every day of the year, perhaps for all time.
Too many games are so terrified of me not understanding everything that they spew nonsense at me about their world, their characters, their story, and their magic/technology/I don’t care. For some reason, many video games believe that we’re incapable of understanding something we didn’t see happen, that we’re incapable of inference. Huzzah, then, for Thirty Flights of Loving [official site].
… [visit site to read more]
Today's Deal: Save up to 85% on select games ! Offer ends Sunday at 10AM Pacific Time.
Today's Deal: Save up to 85% on select games!
Offer ends Sunday at 10AM Pacific Time.
Save up to 75% on new Weeklong Deals on Steam, available until October 21st at 10AM PST.
Save up to 75% on new Weeklong Deals on Steam, available until October 21st at 10AM PST.
While Thirty Flights of Loving was the sequel to Gravity Bone , it actually started first as a prototype for Gravity Bone. Developer Blendo games has released a video showing off the early version before it set Thirty Flights aside and oh, it's quite different. You can blast away
While Thirty Flights of Loving was the sequel to Gravity Bone, it actually started first as a prototype for Gravity Bone. Developer Blendo games has released a video showing off the early version before it set Thirty Flights aside and oh, it's quite different. You can blast away with a submachinegun, for starters.
Not sure we’ve posted about the Humble Weekly Sale yet. This is because all we enlightened souls on RPS all dispute the concept of ‘weeks.’ It’s an artificial tyranny imposed upon us by the secret world government in order to keep us from the independent thought that would allow
Not sure we’ve posted about the Humble Weekly Sale yet. This is because all we enlightened souls on RPS all dispute the concept of ‘weeks.’ It’s an artificial tyranny imposed upon us by the secret world government in order to keep us from the independent thought that would allow us to realise there are in fact 417 days in a year. The world leaders spend these hidden 52 days at a giant orgy the rest of us aren’t even aware of, let alone invited to, because we’re too busy working, paying the taxes which fund that immense, secret international flesh-fest. It makes me so angry! Thus, I’m sickened that the Humble Bundle guys feel they can make light of the insidious concept of ‘weeks’, that they can appropriate this tool of ultimate opporession for a pay-what-you-want bundle of awesome indie games. This week – OH GOD THEY MADE ME SAY IT – it’s the turn of the incomparable Blendo Games. Atom Zombie Smasher, Flotilla, 30 Flights and Loving and more are yours for a low, low, customisable price.
(more…)
Scouse scoundrel David Valjalo gets taken on a tour of one of 2012′s indie highlights, Gravity Bone follow-up Thirty Flights Of Loving , by creator Brendon Chung. Together, they unravel the myriad movie and game references buried deep in this short, sharp burst of first-person, s
Scouse scoundrel David Valjalo gets taken on a tour of one of 2012′s indie highlights, Gravity Bone follow-up Thirty Flights Of Loving, by creator Brendon Chung. Together, they unravel the myriad movie and game references buried deep in this short, sharp burst of first-person, spy-themed adventure.
(more…)
Today's Deal: Save 50% on Thirty Flights of Loving ! Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
Today's Deal: Save 50% on Thirty Flights of Loving!
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
I played more games in 2012 than any other year of my life. It was a weird—but thoroughly wonderful—year, and one that upset a lot of my expectations. Games I'd assumed would be amazing fell short of the mark, while others came out of nowhere to become fast favorites. This being
I played more games in 2012 than any other year of my life. It was a weird—but thoroughly wonderful—year, and one that upset a lot of my expectations. Games I'd assumed would be amazing fell short of the mark, while others came out of nowhere to become fast favorites.
This being a time well-suited for retrospection, I thought it'd be a good idea to write down my ten eleven favorite games of the year. (I tried to keep it to ten, I really did.)
Here they are, in no particular order.
Usually when people talk about Blendo's Thirty Flights of Loving, they talk about its brevity. What's most striking about this game's brief run-time isn't just that it's short, it's how much it manages to do in such a short time. By cleverly using hints, allusion, tropes and subverted clichés, Thirty Flights packs more drama and intrigue into 15 minutes than many games manage in 15 hours. It was one of the most memorable things I played all year, and something I'll be recommending to friends for years to come. (PC only)
For some reason, I feel this underlying sense of disappointment whenever people talk about Max Payne 3. And yet all these months later, I still find myself playing it, and I have to say: This game was baller. It wasn't just that it had better graphics than anything else that came out this year (on PC, anyway). It wasn't just the ridiculously good soundtrack. It was the way it played, the overwhelming sense of kinetic, chaotic danger. A sequence set in a cubicle-filled office was the most brutal and exhilarating action sequence I played all year. It has its share of problems, sure: Some difficulty-spikes made me want to throw my TV out a window, and at times it felt like more of a movie than a game. Considering how gritty and self-serious it all was, it sure could be ridiculous. But even if it lacked the charm of past Max Payne games, Max Payne 3 more than made up for it with satisfying, stylish, bloody-minded action. (Xbox, PS3, PC)
For a time, somewhere immediately after I completed the devastating, masterful third episode of Telltale's The Walking Dead, I was convinced it was the best thing I played all year. After completing the game and taking some time to really look it over, I have to say that there were enough technical niggles, rough edges, bugs and reported save-game errors that I came away a bit frustrated with it. All the same, seeing a mainstream game this well-written, a game that treats its characters with this level of care, felt like a watershed occurrence. Sure, there have been other great adventure games in the past, but never one that felt so confidently of-the-moment. With every accolade, game critics and players are making a statement: We want good stories in our games, thank you very much. May The Walking Dead pave the way for countless more games like it. (Xbox, PS3, PC, iOS)
Violent, crazed, self-aware and painfully cool, Hotline Miami was one of the most maddening, involving games I played this fall. The soundtrack was so good it hurt. The story was as disgusting and uncomfortable as anything I've ever played. The action was peerless. I can't remember where I first saw this, but Hotline Miami is best described as a series of rehearsals before a final performance—again and again you die, until you choreograph your own perfect ballet of death. By the time you leave each blood-soaked floor, you'll be intimately familiar with every nook and cranny. An exacting, meticulous, brilliantly brutal game. (PC only, coming soon to Mac)
I didn't know what to expect going in to Gravity Rush. I'd heard good things, liked what little I'd seen of in trailers, but really had no deeper notion of it. It didn't take me long to fall for it, and when I fell, I fell hard. Appropriate, since this superhero game isn't about flying; it's about falling. And it's a superhero game in the best sense: It showed me a world that was as mysterious as it was fantastical, loaded with unanswered questions and improbable vistas, and let me explore it as an instantly likable character. Best of all, the gravity-manipulation controls actually took me a while to get used to; they felt genuinely, at times startlingly new. The game had its problems—notably, the combat was frustrating and several sections from the halfway point onward could be a real slog—but when it was firing on all cylinders, Gravity Rush was a dizzy joy. (PS Vita)
Every year, it seems there's one game that hits me right in my gaming sweet-spot. Last year it was Deus Ex: Human Revolution and this year it was XCOM: Enemy Unknown. I fell entirely under this game's spell, regularly finding myself up at 3 or 4 in the morning, heading out on one more mission before finally going to bed. Here's a story: the early PC press build of the game caused a strange error with my save game, and I lost about ten hours of progress. I had to start over fresh, but I found myself doing so without a complaint. And I wasn't even reviewing the game! I relished the opportunity to play the opening acts again, to use what I'd learned and get everything right. I anticipate I'll be playing it well into the future. It doesn't just belong in my top ten eleven—XCOM: Enemy Unknown was one of my two or three favorite games of the year. (Xbox, PS3, PC)
Just today, I put forth the argument for why this game should be Kotaku's overall game of the year. I also reviewed it back when it came out. I don't have much more to add, so I'll just say that it's a beautiful, remarkably assured game that does what it does so well it's easy to forget just how difficult it must have been to make. It's ThatGameComany's masterpiece. (PS3 only)
I showed up to Far Cry 3 with a lot of baggage: See, Far Cry 2 is one of my favorite games of all time, and everything I'd seen of Far Cry 3 made me think it would be a less serious, less focused, move video-gamey take on its predecessor. And it was that. It was also awesome. At some point, maybe around the eight- or nine-hour mark, I realized that I didn't want to stop playing. I wanted to keep going, and going, growing my abilities, learning the island, exploring, conquering, and hang-gliding. Sure, the story fell apart for me a bit after the halfway point. And yeah, my adventures wound up making the islands far too safe, devoid of enemies to fight. But as a feat of game design and technical artistry, Far Cry 3 deserves recognition. (For more, see my full review.) It's not just that it does so many things so well—it's that it does them well in the service of being a really fun video game. (Xbox, PS3, PC)
No other game this year made me smile as widely or as often as Botanicula. The Michel Gondry-esque art, the wonderful physical comedy, the amazing, handcrafted music and sound effects, and fantastical story won me over completely. So many games concern themselves with mastery and competition; far too few concern themselves with joy. Botanicula was easily the most joyful game of 2012. (PC, Mac)
Sleeping Dogs was one of the very best surprises of 2012, a fine open-world game that proved how oftentimes, GTA-style games can be even more fun without guns. It didn't quite have Rockstar's lavish production values, but United Front's take on the city of Hong Kong sparkled at every turn, and the PC version in particular looked lovely. It conveyed such a remarkable sense of place, perhaps best demonstrated by the fact that you had to drive on the left side of the road. The story was strong too, a surprisingly mature tale that borrowed heavily from Hong Kong cinema. Anyone familiar with undercover cop-stories likely saw every twist and turn coming, but I still enjoyed it all, thanks largely to the top-rate performances. Sleeping Dogs felt like a game that knew its own boundaries: It didn't come with any shoehorned-in multiplayer, and it didn't become overstuffed or fall apart in the third act. It was good all the way to the end, and even beyond: I'm still playing the DLC. Here's hoping Sleeping Dogs merits a sequel. Sleeping Dogs 2: Waking Dogs? I'd play it. (Xbox, PS3, PC)
And now we come to the end, where I'd put the number one game, if these were in order. And while they're not in order, still, Persona 4 Golden kind of deserves to be mentioned last. XCOM may have hit me square in the game-nerve, but I fell even more profoundly into Persona 4 Golden. I ache for this game, you guys. Earlier this year, I had played 60-odd hours of Persona 3, and every time I'd tell someone how much I dug that game, they'd say, "Wait until you play Persona 4." They were right.
Jason and I have already gone into great detail about why we love Persona 4, and if I couldn't capture my feelings in that many thousands of words, I probably should just give up. The town of Inaba and its residents have left an indelible mark on me; I'll never forget this game. (PS Vita, original game is also on PS2)
And that's that. Oh, hmm. There were a few games I didn't get to list here, so honorable mentions go to FTL, Mark of the Ninja, Dyad, Torchlight II, Dishonored, Papo & Yo, Super Hexagon and Sound Shapes.
2012 was a great, often surprising year for games. Here's hoping 2013 is even better.