GAMESCOM! STEAM! and more…

Posted on September 20, 2017



And wouldn’t you know it…it was our first time at Gamescom. Being part of a show that is as big as Gamescom is pretty overwhelming. The amount of people that visit the show, the exhibitors and members of the press is just astonishing.  It’s been a while now since Gamescom 2017 finished, but we can say that we are still under the impressions from exhibiting at the show. 

What are our impressions after it?  –  “Hooooly sh**! That was awesome!”
The press loved the game, the players loved the game, and we love both the press and the players!  “I Hate Running Backwards” was a success, at least in the terms of the feedback we got, the coverage in the press after the show ended and the awards that we won.

We were present on both the business and public halls of Gamescom!

Being a part of the Croteam Incubator initiative, we were present at the Indie Arena Booth in Hall 10.1 where Croteam reserved a spot for us along with the other studios from the Incubator.

But there are also some other news: Devolver Digital are officially the publishers of the game!

And with Devolver as the publishers we were also present at the their booth. And that’s where we got to present the game to a lot of the media that were at the show. We already heard back from some of them and they expressed their excitement over the project and that they will closely follow the development process of the game.



We had a chance to showcase the game in front of a wider audience which is something that we last did at Reboot InfoGamer 2016 in Zagreb, at least when we’re talking about a larger public.  Plus we gathered a bunch of e-mails from players that were more than interested to get the game once it is released, as well as players that were interested of doing beta testing before the game goes live. And there were people returning each day just to play another session of IHRB and some even saying that it was the best game they played on Gamescom 2017! You can only imagine what that means to us and how excited that gets us!
We would like to use this opportunity to send out a massive THANK YOU to all the players and to all the members of the press that visited us at Gamescom and played “I Hate Running Backwards”.  Your feedback and reactions to the game is a driving force that will keep us moving forward in development and we would like to nurture that relationship.

We strongly encourage everyone to communicate with us and other players interested in IHRB through our STEAM PAGE, that goes live starting today!


Yes it is! You can add the game to your wishlist and get the latest news regarding the development of the game there as well.  Tell your friends, tell your neighbors, tell your girlfriend, your boyfriend, grandfather and grandmother! Tell your brother, your sister and your mama too!

You get the picture  😉




…well, we are! One of the winners that is. Can you see our ego rising?
Here’s the thing: There are usually a bunch of media outlets present at Gamescom and one of the media that were present at the show decided to give their “Best Indie Game of Gamescom” award to our game – I Hate Running Backwards! So we would like to use this chance to say a big THANK YOU to the people of GameGeekz.eu for giving us the honor of being their preferred indie game of the show.  This means the world to us and lets us know that we are on the good way to create something really special and fun for everyone!





Well, we have been all Rihanna like and just work, work, work, work, work!
We made the in-game UI a bit more cartoony, animated the icons when the players fire their weapons, added control hints so players never lose track of the control scheme.
The Aztec Jungle level has been completely re-textured, along with the Scorpion King and Scrap Jack. We still need to do the same with Lava Golem and Biomechanoid bosses.
We also added a cool looking slow-mo effect on player death so that the other player will know when he/she is left alone for the next 99 meters.
Oh and since the game is very difficult at the moment, we made the game a little easier, at least for the first loop. But don’t expect to survive for too long on your first run 😉
The work on the last Greek-ish looking environment is being worked on, along with the huge-ass final boss that is going to make you bleed. A lot.

There is still a lot more that is being done and we will report on that soon.

For now you can savor some of these super sweet screenshots containing the new UI, as well as some of the promo screenshots that we were sending to the press last week:


Oh and we can’t wait to show you how we re-made the Medieval levels! You’re going to want to jump in as soon as you see the pictures!

Stay tuned for more super-sweet, uber-sexy, super-destructible juiciness from yours truly 😀


Posted on July 06, 2017

Places to go, people to see.

After Reboot Develop 2017 it’s time to apply to some other conferences as well. Most of them require applicants to send builds or game keys a couple of months in advance. That’s always a dilemma for a developer – when to send the build – because you’re always haunted by thoughts that you can put in just a couple of extra features in there and polish that one asset just a little bit more. And then you end up staying up all nights and sending the build in the last possible minute, because of course there were a ton of issues that needed resolving after everything was added.

After we filled out the application form for PAX West (in the last possible minute of course), it was time to apply for IndieCade Festival. This time we wanted to do it differently and do a content lock for the build at least a week prior to sending the build over to the good people of IndieCade. We lowered the amount of special weapons in the build from 35-40 and left only our 10-12 favorites in it.

If any of you good people will be at GamesCom in the business area, you’re more than welcome to contact us and stop by for a beer. We’ll be there as well 😉


And what is there to show?

Ok, remember we mentioned that the environments are being reworked and the new art style is being implemented? Well we finished the desert environment completely. But take a look at the rest of the environments. They are still WIP though.






The 5th environment is in the works and looks awesome even though it’s not close to finished! Check out this Greek-ish piece of candy!



The final boss is being worked on and it’s going to be freaking huge! The battle is going to be epic and it won’t be just one fight! Screenshots coming soon!

We added a new button for players to use. Drop weapon! If you’re not happy with the current weapon, and you see another crate coming your way, you can now use the drop button to throw your current weapon and break the crate and get a new weapon. Destroying crates while you still have ammo in the current special weapon will only refill the ammo for it, not give you a new weapon.

When you destroy obstacles and enemies they explode into tiny cube fragments. You can now collect those cubes and get an even higher score! We are still playing with the fragments idea and changes might come to that feature as well.

We are also playing with enemy tiers, so when you finish one loop, the enemies get harder during the 2nd one. You will see Kamikaze and Bombers in shining armor and they will be able to take more damage.

Bosses might also get new moves in later loops, but that’s something that will talk about some other time 😉


Posted on May 18, 2017

…and this was a fun and productive one.


Good Game Zagreb

Good Game” is the largest regional charity eSports tournament,  and the same as last year, it was being held at HUB385 in Zagreb.

Having twice as many visitors and competitors than last year, the two floors of HUB385 were packed! We were invited by the event organizer Nikola to showcase our game. As eager as we were to show off the new art style and improved visuals, only 2 out of 4 environments have been reworked all the way through, so we were in a bit of a dilemma. Do we show the more finished but less pretty version of the game? Or do we show the unfinished but gorgeously beautiful new version of the game? The decision was made in the last minute to switch to the new version and we didn’t regret it. When you eavesdrop other people at events like these and hear them talking about your game in superlatives through and through, it’s hard not to feel proud and hyped up!

The other thing that was super important to us at Good Game was…well…the Rocket League tournament! Being huge fans of Rocket League, we applied for the tournament with high hopes of winning! Since there were six of us from Binx at Good Game, and the tournament was played in 2v2 matches, we applied with 3 teams.  There were two separate tournaments played in two consecutive days, on Saturday and Sunday. Our first team – Red Rocket – won on Saturday without losing a single match and always with at least 6 goals difference. We also got to play with the winners of the Sunday tournament, and won that as well! It’s safe to say that we are the ultimate Good Game Rocket League tournament champions! Bragging rights and everything included! Plus the watches that we got for 1st place are super sweet!

But what about the game, you say? 

Well looks like the change in the art style hit the players right in the sweet spot! We decided to go with the clean look because it makes it a lot more easier to differentiate the enemies from obstacles, the outline on the players (green and blue) makes it a lot more easier for co-op players to differentiate each other – something that can be an issue in fast paced co-op games such as this. The game looks a bit more “cartoony” and goes really nicely with the blocky style.

Here are some screenshots to show you how it looks. We’ll upload more screenshots as we progress!

We are currently working on builds for the consoles and already have a build up and running on PlayStation 4. Next week we’ll try a different console. Wait and see which one!

The overall pacing of the game is getting an overhaul so we can expect to have a lot more control over enemy spawn rates and when the variations will happen.

We made changes to our destruction system. Objects and enemies now explode and fall apart into tiny cubes upon being destroyed. It’s something we really liked when looking at Resogun from Housemarque and we took some inspiration from their game.

Player stats have been added to show after the end of the run, alongside the rest of the changes.

Some of the new weapons that are in currently in the works are Orbital Strike, Air Strike, Laser Pistol, Cannon and Drone. The last one will hover by your side and shot at all enemies that approach you!

We are also implementing vehicles into the game, to further diversify the gameplay! The Humvee is already in the game and fully playable. Players will need to avoid herds of Werebulls coming up from behind them, or ram them if they come too close. Oh, and you can shoot them too! But that one is obvious.



Posted on April 28, 2017


Yeah, driving from Zagreb to Dubrovnik isn’t all that fun. The first part of the trip, while you’re on the highway is basically fine. But you have to pass through Bosnia and Herzegovina to get to “the other part of Croatia”. And this is were the trip gets interesting, because the last 100km lasts for almost 2 hours because there isn’t a highway anymore. But it’s necessary if you want to reach “the other side”. And on that part lies the jewel that is Dubrovnik. A city that was chosen to embody King’s Landing from the Game of Thrones series and a planet in the Star Wars universe. It is also a place where Naughty Dog and Sony chose as a press event when Uncharted: Drake’s Fortune was about to release in 2007.

And now, for a second time, Reboot Develop was organized in Dubrovnik and there is still a conference to be made to match that setting. This year the conference was being held in the luxurious Sheraton Dubrovnik Riviera Hotel and the place was packed! About 60 indies attended the event and one of those indies were…ahem…yours truly – Binx!



…we would win that one! The categories for the indie awards were: Visual Excellence, Outstanding Gameplay, Special Selection and Game of the Year. Our game, Serious Sam: I Hate Running Backwards was nominated in 3 categories. Special Selection was the only one that we didn’t get nominated in.

There were around “ahundredandfiftyish” games that applied for the Indie Awards so being nominated in 3 out of 4 categories for this event was super cool!


Since the guys from Little Green Men Games were missing a couple of players for the annual Reboot Football Tournament, our two fellas from Binx went to play for them. Needless to say that they all stormed through the tournament without a single defeat and are now proud football champions of Reboot Develop Football Tournament powered by Nordeus!

Look at these proud and happy faces!


Oh of course we have those. We listened very carefully what the people that played the game had to say and we decided to kick it up a notch!  We improved on the visual side of the game yet again and are adding new elements to the gameplay. Check out these sweet before&after screenshots below!




Keep in mind the new ones are still WIP so expect loads of improvements.

Stay tuned for more big news!



Posted on March 23, 2017


A new update of course.

And here are just some of the things that we updated since the last time you heard from us.

We updated the menu since we didn’t quite feel the last one fitted the game. We changed the color from blue to a more fitting red and yellow pixelated font combination, with a simple background to match it.


And since we’re on the subject of colors, we added a little bit more saturation and hue to the textures, some filters, and the game now looks more vibrant and…well – alive! The colors pop out and the game looks fresh if you compare it to how it looked before the change.  You can compare the previous version of the medieval level to the new jungle level.



New special weapons have been added, and now that number is homing in around 20.  We plan to go all out with imaginative weaponry and you can expect a full list of current weapons soon.

Particle effects have been further improved on both weapons and projectile trails.

Player spawn control has been added as well. Up until now, if one of the players died during a co-op session, they would spawn back in the center of the screen when a certain amount of distance was traveled by the surviving player.  Now, the spawning player can directly control where and when on the screen they want to spawn. Situations where players are spawned in the middle of an enemy swarm are now avoided, as well as spawning on the edge of a cliff, or over a canyon.

A new boss is on the works, and for that we have chosen to go with Biomechanoid!

New enemies like the Firecracker and Bomber have been added, along with a couple of others.

A new Cave environment is in the works as well, and we will have a couple of screenshots ready for you to see.

If you thought that the enemies were the only danger for you in SS:IHRB – think again! We’ll have booby traps set across levels, so that the danger comes from the players back, not just the front.


We attended the GameUp 2017 event that took place at Belgrade Youth Center venue in Belgrade, Serbia on 18 March.  The venue was packed with both exhibitors and visitors throughout the day. We can safely say that the venue could’ve been twice as big, and still be packed to the brim!

Here are some badly taken photos of the event. Buying a better camera is now definitely on our list.

But what was really special about the event for us is that we turned up 2nd in the Best Indie Game awards with Serious Sam: I Hate Running Backwards, out of more than 25 games that were shown at the venue! The reaction of the audience to the game was great with people lining up to play the game. We’re now taking the valuable feedback that we gathered there from the audience to create the next update  of the game. And to prepare it for the next show for exhibition.


…is Reboot Develop 2017!

One of the biggest and exclusive game dev conferences in Europe is being held in Hotel Sheraton in Dubrovnik, Croatia this year. The numbers so far say that there will be more than a 100 speakers and more than 1000 attendees throughout 3 days and 5 tracks.

If you’re in this part of Europe at the time, there is no reason not to visit!

But what are our plans for Serious Sam ’till then? SS:IHRB version for Reboot Develop will contain 20 different weapons, 10 different enemies, 4 different bosses and 4 different environments. We have around 5 weeks to get the job done so stay tuned if you want to see the progress!

We’ll be showcasing 2 games, one being Serious Sam (of course), and the other Monster Loops (previously known as Catch Match), that in development for both iOS and Android platforms.


You’ll hear from us again, we’re not going anywhere 😉


Posted on February 14, 2017



Day & Night cycle – We added a cool day & night cycle to add a little more randomness to the game. The light changes over a 10 second period, while the position of “the sun” changes during a 60 second period.



Added fog – A pretty good looking fog effect to make the medieval cemetery levels look even spookier. Coupled with a new time of day changing cycle, you’re in for a real treat.



NETRICSA (NEuro-TRonically Implanted Combat Situation Analyser) – The all-knowing NETRICSA is back with all the information that you need to know about enemies and weapons in the game. The content will get unlocked as you progress through the game and meet new foes or pick up new weapons.



Updated UI –  In-game UI has also seen a bit of a refreshment, with weapons info moving to the side of the screen and new effects for your Special Ability meter. Melee Weapon cool down time is now visible above the players head after each use, so you know exactly when it’s ready for another use.

Added muzzle flash – Since we added day & night cycles, it was logical to make the weapons pop out a bit more. Weapons now look a lot better during night times, especially energy based ones!



New weapon crates – We switched to unified ammo crates for your 2 main weapons, and with that in mind we remodeled them completely. They now come in 3 different sizes though – small, medium and large.



More sfx – New sound effects have been added to the game, from breaking obstacles to laser weapons.

New grounds added – To further diversify the environment we added a couple of extra grounds for existing environments (Desert, Aztec and Medieval), with plenty more on the way.

If you want to be the first to learn new stuff about SS:IHRB, you know where you can catch a sneak peek 🙂

See you soon!



Posted on January 26, 2017

The boys are back in town!

By “boys” we mean “bosses” of course. And we just added another one in SS: I Hate Running Backwards. We already introduced ScrapJack and Lava Golem. Next up – Scorpion King! You can check out the sneak peek for Scorpion King intro below.  You’ll have to watch out for his acid spit and miniguns when he’s chasing after you. But in the second phase of his attacks Scorpion King digs himself below the ground and tries to hit you with his tail. And if that isn’t enough, a bunch of Hatchling Antaresian Spiders are coming for you as well. It’s going to be a pretty fierce boss fight for players.


What else is there?

A lot actually. We added completely new introduction videos for the rest of the bosses, as well as animations when they are defeated.

Weapons system and ammo pick ups have seen an overhaul, and players switch between main weapons (Shotgun, Assault Rifle) and special weapons.  Speaking of special weapons, there will be A LOT of those. Flamethrower,  Gauss Cannon, Plasma Rifle, Plasma Crossbow, Minigun and Automatic Shotgun being just the tip of the iceberg with more on the way. Ammo pick ups have received a make over, as well as the new special weapon crates.

But the biggest change to the weapons system is the ability to dual wield your main weapon and special weapon at the same time using both triggers on the controller.  Talk about awesome fire power!  Want to shoot your Minigun and Shotgun at the same time? We got your back. Gauss Cannon and Assault Rifle for mowing down wave after wave of enemies? Sure thing. However, it will require a lot of testing and reworking, as it changes the gameplay a lot.

Kleer animations were added in a particularly cool part of a level, where they climb up the walls and attack you in full force.


Werk werk werk werk werk werk…

A lot of work ahead, yes.  Next stop is a complete overhaul of the in-game UI, new bosses and enemies, and introductions for each of them.  New sound effects are being implemented as  we speak, with most of them already in place. NETRICSA is also on the list and will be implemented in the game.


Testing testing! Attention please.

We had a bunch of real life users from the studio next door stop by and test the game and give us their feedback. It was a unanimous decision that the gameplay is fun and boss fights exciting! Check out those happy faces in the pics below!


Stay tuned for more on SS:IHRB!


Posted on December 31, 2016

3, 2, 1…

Blast off! Into another year full of challenges and opportunities! We are officially logging off and heading to celebrate the end of one and the start of another creative year. Hopefully, yours and ours 2017 will be filled with love, family, friends, health, creativity, business success, fame and fortune!


See you on the other side.

From all of us at Binx Interactive, we would like to wish you a HAPPY NEW YEAR!


Posted on December 29, 2016

“Hello MTV, welcome to my crib!”


The day has arrived! We moved into our new offices in Zagreb, and the team is finally in one place, with everyone working together in our very own studio. Why is this a big deal, you ask? Well, we worked from home for the most part from the day that we dived head-first into game dev. We had a studio of our own before, but it was short lived and soon after that, we started working from our homes again. Working two jobs takes a toll on you, with creativity suffering the most, and exhaustion taking the better of you after a while. But now things are a bit different and everything seems to fall into place. The biggest difference now is that communication flows like the breeze. Previous communication between teammates via Skype, Slack, Discord, Messenger, Trello  etc., were good for the most part, but you can’t compare it to being able to grab your colleague in his chair, drag him to your computer, and show him how you managed to solve that big issue that plagued you, or deciding on the new particle system that’s going to solve a lot of your problems and look cool at the same time.




What’s cooking doc?

We mentioned before that we are working on two projects: “Serious Sam: I Hate Running Backwards” and “Catch Match”. But did we mention that we won “Best Gameplay Award” on Reboot InfoGamer 2016? No? Well we did. It was for the “Serious Sam” game, and it’s just the right kind of morale boost that a team needs to add a little fuel to the fire.

As we are bringing the development of Catch Match to end, we are slowly shifting our focus on Serious Sam. It is a big IP and working on it is a challenge and a privilege. Are we afraid? Of course not!

For Reboot InfoGamer 2016 we were presenting two settings in Serious Sam – desert and jungle. Next setting? Medieval! It already looks pretty cool and the feedback for it, from the people that we showed it to, was great. Our artist sure knows what he’s doing! It still needs a bit of work though. Take a sneak peek at the medieval setting bellow.


What’s the next setting going to be? Guess you’ll just have to stick around and see for yourself. There’s a lot more that we have planned to do, and we’ll keep you posted of course.



Posted on December 02, 2016

It’s been a long time coming.

We have been hard at work for almost 3 years now. We made all the mistakes an indie dev studio could possibly make. From breaking deadlines, underestimating the scope of the projects, trusting the wrong people and canceling games to just being lousy businessmen.

But that is perfectly fine. Every studio (or most of them at least) are walking the same path as we do.

And there is no regret for the decisions that have been made. We have learned that a person never stops growing, and there is a lesson to be learned from everything that happened. From the great moments that made us incredibly happy to the moments that made us overwhelmingly sad and frustrated.

After all the ups and downs, all the trials and tribulations, we are finally able to see the “light at the end of the tunnel”.


And it sure shines bright!

We have been showcasing our upcoming games on Reboot InfoGamer 2016 that was held in Zagreb, Croatia in November.

And the reactions to the games were great! People loved both our games “Serious Sam: I Hate Running Backwards” and “Catch Match” alike, staying at our booth for hours trying to beat the high scores. All those happy smiley faces made our work and effort all the sweeter!


So here it is!

We will be as active as we can be on this blog, informing you of our work and progress. If we attend some conferences and game shows, we will write about it here, sharing our thoughts and experiences as we go.


Long road ahead.

Where does the road take us? Just wait and see. This is possibly the beginning of a crazy wonderful story, and we would like you to come with us. There is no telling where we end up or how. But we sure ain’t afraid to find out.

Page 1 of 212