All posts by Nico

Kapsula official announcement (GIFs, facts and screenshots!)

** Kapsula – A puzzle/racer set in a Soviet space colony populated by clones! **


- Retrofuturistic Soviet space colonies!
- Brutalist architecture in deep space!
- Background story filled with SF elements!
- The game changes according to the moment of the day you’re playing it!
- Original OST by Trancecyberian.
- Drawings by Fernando Martínez Ruppel.

COMING SOON on Web, Android and iOS.

Jams – What lies beneath the mind of a serial killer?

So, Ludum Dare 29 is over (now is voting time!) Theme was tricky: “Beneath the surface”. After some initial brainstorming, we’ve decided to go with something simple but dense: an impossible runner through the mind of a serial killer.

The idea is pretty simple: avoid obstacles and try not to hit the walls (this is going to speed up your “enlarging process”, making the whole thing even harder).

So here it is. Patient 283, a free web game with crazy visuals and a powerful soundtrack. And remember: In a not so distant future, memories retrieved by nanobots may be used in federal courts.


Faif – Official trailer and press roundup II

So, Faif has been out for some days (official release – March 6th) and people from the press have said some really nice things about it. Here you can read some of them!

It’s an interesting combination of a lot of different game types. (Cult of Mac)

Faif is definitely one of the more unique puzzle RPG games I’ve experienced so far. (AppAdvice)

Faif carries an undeniable “one more time” quality that drives players to beat their winning streaks. (

The game looks utterly gorgeous, with a papery feel to proceedings that sort of makes it feel like you’re shuffling little bits of hand-crafted art around. (

Read full reviews/previews/articles here!

We are currently working in a new update… expect some surprises!

Faif – Press roundup

Hi there! It’s been a while since our last post. Truth is… we are working a lot. As simple as that. Faif is shaping up really really well. We don’t have a final release date yet, but believe me: the end is near!


These past weeks we’ve spoken about our “puzzle/RPG based on gambling” game here and there. And we’ve said some really clever things… no, not really.

The core idea of the game is making a selection of five adjacent tiles in a grid and after doing it so, the game would randomly choose one. If it weren’t for the [Ludum Dare 28] theme, we would never come up with an idea like this. Ever. We love game jams! (“Time to jam: Beavl, the Argentine makers of uniquely beautiful games, tell us about Faif”, Pocket Tactics)

About the name, you know. We are an independent two man studio from Argentina, so English is not our mother language — hence the grammar awkwardness or the funny sentences! Faif is how we depict in our heads the pronunciation of “five.” We know that the correct form is /faɪv/ but hey, faif works for us. (“Have a little Faif: an interview with Beavl”, Hardcore Gamer)

And that’s not it! Faif was featured at, Joystiq and Rock, Paper, Shotgun!

But wait. There is also this amazing video review made by the people from!

Back to development. So yes. The end is near. The final version of Faif is going to be available for Android/iOS soon. Not next week soon. But soon. Cheers!

Note: Remember that you can still grab the Early Release 50% OFF sale on Google Play or play it here (browser version)!


2014 first post and faif!

2014 is here. That’s something. My my! Time flies! And we are working really hard, no holidays for us!

Last weeks have been great. We made a game for Ludum Dare 28 in just 12 hours. It’s called Faif. Theme was “You only get one” and we came up with a really simple idea for a kinda puzzle game. People seem to like it, so we decided on fleshing it out! After some days of sweating (Buenos Aires is really warm these days), we have a playable BETA (WEB/Android)! You can play it right here.

But what is faif?

Faif is a Puzzle/RPG game with a unique battle system based on gambling. Try to defeat as many opponents as you can and unravel the secret story behind the game.

How to play it

After choosing 5 adjacent tiles you only get one! Play wisely with the odds and defeat your enemies before they defeat you.

Web version is free, iOs version is coming soon and Android… We have an Early Access 50% OFF sale on Google Play! Grab your copy, support us and show us some love!

Android version features:

* Unique gameplay
* Epic “odd” battles
* No IAP’s whatsoever
* A nice shop with kickass powerups (use gems you collect in the game as payment)
* Infinite mode (survive as many opponents as you can)
* Lots of stuff coming soon (instant spells, boss battles, random rewards and more!)

Comments and suggestions

We will be improving and uploading new versions of the game almost every week until final release for you to test it and help us flesh it out. You can use the “Tell Us” button in the game to send us your suggestions or comment right here! What do you guys think about the game? Any feature you’d like to see? Cheers and happy 2014!

PS. We are still working on The Narrow Path, adding lots of weird content and new game elements!

Press roundup and a new gif!

This week has been amazing. While working on UPDATE #2 (playable next week), we found out that some awesome websites started writing about The Narrow Path. We made a small selection of those quotes we liked the most!

The Narrow Path (…) takes an approach that immediately grabs my attention. Yes, you’re killing zombies. But you’re also killing the humans too. And you’re in a minivan. (John Walker, Editor and Co-Director, Rock, Paper, Shotgun)

The morally ambiguous narrative is reflected in the game’s lovely black, white and gray graphics. You play the part of a psychotic backwoods genius who has seized upon the zombie apocalypse as his chance to remake the world according to his own twisted mix of biblical prophecy and selfish desire. (Paul Hack, Indie Statik)

It’s a terrific browser diversion, and its rendered in a black and white pixel art style that really evokes the feeling of the comic books. Even better: the creators are looking to expand the experience with new zombies, bad guys, maps, and more. (Andrew Webster, The Verge)

If you want to read the full articles, you can check on these links:

But that’s not it. Our postmortem was also featured on Gamasutra! So yeah, we are thrilled and want to go out and celebrate. But we cannot! Why? Because it’s pouring out there, look!

it's pouring out there!

Anyway, we raise a virtual glass and have a toast with all of you!


The Narrow Path – Postmortem

Game Logo

The Narrow Path is an RTS/Roguelike with a motorhome, a mutant dog and an army of reanimated monsters built in two weeks for “The Walking Dead : All Out War Game Jam”.

The jam

When we heard about “The Walking Dead : All Out War Game Jam” we were thrilled. We love TWD comics and we love Unity. The two-weeks timeframe to work in a jam project was also nice, so it really was a no-brainer for us.

The Team (Beavl + Ruppel)

Beavl is a two man studio based in Argentina: Dami (Game Design and Development) and Nico (Game Design and Business). For this competition, we decided to team up with our friend and amazing artist Fernando Martínez Ruppel (this was the second time we worked together in a game jam. You can play our previous collaboration here). There was a plus too:  Nico (short stories and scripts) and Fernando (art) work usually together to create fast-paced narrative series such as Butcher from the Atlantis (among many others), so this was a great opportunity to come up with a brand new fictional universe.


Note: One of the jam rules stated that The Walking Dead IP cannot be used, so we decided to create something from scratch. Including zombies was not mandatory, but hey… we love zombies!

First Brainstorming

Theme was All Out War. We started to think about it and we were dropping some references when something came up: in an All Out War everything is part of the belligerent effort. So thinking about zombies, humans, battles and dismemberment (!), we asked ourselves: why don’t we make an RTS where resources to build new units are found as a result of killing your enemies?

Further work on the idea

You kill an enemy and you get some meat. With meat you could make new units. We call this process “cooking”. Cooking would include an RV (after Breaking Bad and The Walking Dead, RVs are never gonna be the same!). As we didn’t want the character to go out from the RV, we thought that a mutant dog would come in handy! (Anyone knows something about a Russian’s Two-Headed Dog?). We also read some crazy stuff about controlling the mind with radio frequencies (there are incredible things in science history. If you are interested, you should read about Jose Delgado’s work).

So there it was. That was the start of something we believed to be interesting to develop. At this point, we needed some lead character who could pull all these weird things off! But we didn’t want to take the human vs. zombies approach, so we were thinking about a third party…

Story development

We had all this “get meat, assemble, reanimate and remote control your army” going on, so we started to write about our main character and some tie-in scripts in order to make the whole universe interesting. After some passionated talks, The Narrow Path was born. As we are planning to make short comics and stuff, we are not going to spoil anything here but the intro! If you like what we created, you should play the game and read the comics when we release them! (yeah, they’re going to be FREE!).



Fernando told us he wanted to make something b/w for the game (you know, being fans of TWD comics, it made perfect sense!) and he also wanted to try working on pixel art. Thing is… this was his first experience making pixel art! But you know, talent is really an awesome thing, so he started seaching for resources, found Graphics Gale, read some tutorials and started working on all the ingame assets right away. The results were incredible. Here you can check early sketches, a screenshot and some animation gifs!







We wanted to make an RTS. Due to time constraints, we decided to make a really simple one but adding some roguelike elements (permadeath, leveling, item drops and exploration). Unfortunately, we couldn’t add procedurally generated maps (we will come back to this later).

Control scheme

So you cannot leave your RV and you remote control an army of reanimated monsters. Also, you would be able to gather some resources with the aid of a mutant dog. In order to make this work, we designed an indirect control scheme taking advantage of light/dark areas and cursor changes. When hovering on resources, cursor would change and by clicking on them the dog would go and fetch’em. When hovering on enemies, your remote controlled monsters would attack. If you click on an empty surface, all your monsters would move there. When they get out of the light areas, your RV would follow them (if you don’t have any monsters left, your van would move when clicking on an empty space).




Your objective is to kill everyone out there. As you know from the intro scenes, you have kidnapped the Swanson Sisters and you plan to repopulate Earth when all humans and zombies disappear. But wait… Zombies would attack your RV!


If it hadn’t been a Unity-only jam, we would’ve worked with this framework nonetheless. Working with Unity is usually a great experience (and hey, this was no exception). Having worked with platforms such as plain OpenGL & C++ or Cocos2d, this engine is absolutely fantastic. All went really smooth, but maybe a minor setback we had could be worth mentioning. For our game, we decided to use the pathfinding system included in Unity PRO. We had used it before in Galaxel (a game we made for the past #7DFPS), it was easy to set up and the results were really good. But in this case, we didn’t think of something (and we stumbled upon it in the middle of the development!): in Galaxel we had a fixed map, but for The Narrow Path we wanted one procedurally generated so as to have the kind of RTS/Roguelike mashup we were aiming to. Well, this pathfinding system didn’t work well with this approach, and that’s because the NavMesh cannot be created nor modified at runtime. This would have forced us to put the obstacles always in the same spot! So, as an emergency measure, we decided to leave a fixed map in the compo version, but we will address this issue in a future full featured version of the game by dropping Unity’s pathfinding system.



Cooking model

In order to create units (remote controlled monsters), you’ll have to get some resources. As we stated before, you’ll get some by killing enemies (if you kill a zombie you get meat. If you kill a human… you get cell phones!). There are three types of units you can create. Each of them has a special recipe!




In order to level your character, you need to kill a certain amount of enemies. When you level up, you’ll earn one star you could assign to any of the abilities listed in the leveling screen.




Music theme was composed by Fernando. It has some crazy things going on (including a creepy music box and some passionate reverend speech!).



After two weeks of hard work, The Narrow Path was finished (at least the jam version). There are lots of things we would like to add to the game and we are already working on it, so expect some surprises! We would also love to hear what you all think of the game! So feel free to comment on this post!

Upcoming game revealed!


We don’t know why —but we are all gonna die in the kapsula.

Kapsula is a game we have been working on for some time now. We cannot reveal much of it yet (story, game mechanics or target platforms) but wait! We have some exclusive footage for you!

This weekend we are going to show an early version of Kapsula in the Indie Space at EVA (Video Games Expo in Argentina). We are really eager to hear what players think about it!

Cheers everyone!