Here at Facepunch Studios there are a plethora of games being developed, both full time and as side projects. A bunch of them are available as a part of Facepunch Prototypes, a Steam app that we release some codes for every now and again here:

prototypes.facepunch.com

Go here to see how to activate a code on Steam – https://support.steampowered.com/kb_article.php?ref=5414-TFBN-1352

Let’s run through the available projects in the package. These games are all either in development, quick tests or projects that have been left unfinished. They’re not all going to be fully featured or even fully functional as games, visuals aren’t final and there’s a lot of temporary sound work, we just thinks it’s neat to let people take a peek behind the curtain at what goes on during game development.

Absorb

(Multiplayer) (Windows)
Project Lead: Howard Schechtman
Status: In-development
Latest Post: http://www.facepunchstudios.com/2016/10/11/absorb-4/

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This game is one that started as a side project as Howie began to learn how to use Unreal 4 and then expanded upon as a part of a prototype week. Roll a ball around, get huge and use power ups to absorb your opponents.

Beep!

(Multiplayer) (Windows)
Project Lead: Ian James
Status: In-development
Latest Post: http://www.facepunchstudios.com/2016/03/11/prototype-week-beep/

beep_resize

Beep! is an open world driving game with dynamically spawning missions and customisable vehicles. It started development as part of a week long game jam inside the company and has recently shifted into full time development with missions and activities being added to the game periodically.

Space Usurper

(Single Player) (Windows, Mac & Linux)
Project Lead: Ryleigh Kostash
Status: In-development

Usurp

A twin stick shooter with fully custom stages that was originally a part of Approval. Included in the game folder are some instructions for getting your own levels running in the game, levels are made using png image files, they are easy to share and load in game. Check out the skull-o-mania level made by me for a tiny example of what is possible with the basic tools.

Troubleshooter

(Single Player) (Windows)
Project Lead: Adam Woolridge
Status: In-development
Latest Post: https://playtroubleshooter.com/2016/01/22/troubleshooter/

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An RPG/twin stick shooter hybrid with procedurally generated levels and a variety of DIY based weaponry and abilities. The project has evolved a lot since it began development two years ago and continues to take form with significant updates. Recently renamed to Troubleshooter, this is the project that was formally known as Riftlight or Space Chunks along with a myriad of other rhyming slang names.

Untitled Game (Bill’s Game)

(Multiplayer) (Windows)
Project Lead: Bill Ford
Status: In-development
Latest Post: http://www.facepunchstudios.com/2016/11/11/untitled-game-9/

Untitled-3

Procedurally generated crime based PVP game that doesn’t have a name yet (send suggestions directly to Bill’s twitter). This game began development as an in depth city generator with variations on rooms, floors and buildings spawning alongside user drawn roads. It recently became available in Facepunch Prototypes with some hints at how the game will play.

Surf Shogun

(Single Player/Local Multiplayer – 1-4) (Windows)
Project Lead: Paul Hart
Status: Complete

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Arcade-y endless surfing based combat with up to four players. Another product of the Facepunch prototype week. Also available for everyone through itch.io – https://farmergnome.itch.io/surf-shogun

Deuce

(Single Player/Local Multiplayer – 2) (Windows)
Project Lead: Ian James
Status: Unfinished
Last Post: http://www.facepunchstudios.com/2015/12/01/deuce-devblog-9/

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An arcade tennis game that took influence from fighting game conventions like life bars and special meters to try and spice it up a bit. Development stopped earlier this year but you can still play 2 player local matches and single player against a shaky AI that varies between characters.

Approval

(Single Player) (Windows)
Project Lead: Ryleigh Kostash
Status: Unfinished

Approval

Ever wondered who the poor sap who approves mobile apps for sale is? Approval would have put you in the role of that person as you jump between games looking for bugs and approving them or sending them back to the developer. This game eventually evolved into the next game.

Arcade

(Multiplayer) (Windows)
Project Leads: Ryleigh Kostash, James KingMichael Johnson
Current Status: Unfinished
Last Post: http://www.facepunchstudios.com/2015/04/10/arcade-devblog-12/

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Open up your own arcade for folks to visit and play user-made games on custom arcade cabinets or set up a lounge area to play some pool and relax. Also comes with the BudgetBoy Development Kit where you can play some of the games outside of the arcade if it isn’t working.

Facewound

(Single Player) (Windows)
Project Lead: Garry Newman
Current Status: Unfinished

Wound

Side-scrolling shooter with bullet time that can be modded a bit. Oldest project in the set.

The Blob

(Single Player) (Windows)
Project Lead: Ian James
Current Status: Unfinished
Last Post: http://www.facepunchstudios.com/2013/09/04/introducing-the-blob/

Twin-stick shooter where you are being attacked by a constantly growing ameboid looking creature…except not in this build of the game. Functional, but not fully featured, another oldy.

Music Box

(Single Player) (VR – HTC Vive) (Windows)
Project Lead: James King
Current Status: Unfinished

While messing around with VR after getting a Vive devkit, James made a small music toolset that resembles certain aspects to SoundStage that is pretty fun to play around in and make music or at least something that resembles it anyway.

Biscuit

(Single Player) (VR – HTC Vive) (Windows)
Project Lead: Garry Newman
Current Status: Unfinished

Another Prototype week project, Garry made this quick little shooter for the Vive.

SkyTest

(Single Player) (Windows)
Project Lead: ?
Current Status: ?

An old test of some sky tech for Rust, that’s it really, there’s a bear too.

Feedback

Most of the in-development projects have a feedback system built into them, but we also have a subreddit set up where you can discuss things, ask questions, organise play sessions and it’s also where we post some changelogs. Go here: https://www.reddit.com/r/facepunchprototypes/

If you’re on our forums there’s also a post over in general games discussion, here’s a link: https://facepunch.com/showthread.php?t=1488773

We also have a Steam group for announcements of when we are going to be hosting play sessions as well as alerts on when a new blog post goes live, you can join it here: http://steamcommunity.com/groups/facepunchprototypes

Thanks for all the feedback we’ve gotten to this point and thanks for playing.

Rob