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16 Sep

Submiting,Preparing and showcasing an Indie game at Indie Megabooth at PAX


If you weren’t aware, we recently showcased our game Asura at PAX West in Indie-Megabooth.

Indie-Megabooth  is a showcase of Independent game developers who get together to shed some light to the indie games for the gaming community as a whole. Asura was selected by the Megabooth team with other amazing Indie games. This was our first time at PAX as well as showing our game at the Megabooth hence we thought why not share some insights on our experience of  showcasing in Indie-Megabooth at PAX !

Since this was kind of a huge post and I had much to cover, it has been divided into three parts. The submission, preparation and showcasing of our game at the event. At the very end, I have tried to compile the whole experience into points for your ease so buckle up and grab that coffee because this is going be very very long!


We had already made up our mind in 2015 that we were going to showcase Asura in PAX West. We knew that the game had the potential to get selected and it was just a matter of working hard and a bit of luck in our favour. I had attended GDC 2016 where Indie-Megabooth had a presence and I met Christopher Floyd, one of the person in-charge for whole show. I had inquired and gathered up all the requirements and guidelines to get selected for the show from him where I pretty much sucked his brain ( Sorry Floyd if you are reading this!) and was super confident in our mission to be at Indie-Megabooth/PAX.

When the submissions opened up for the show, we already had a demo build of the game ready. We just had to prepare some of the additional assets like screenshots,videos etc. For the selection process, the jury is always looking for game-play more than style. Of course, style and presentation is very important but your submission should primarily emphasize game-play and various interesting mechanics of your game. For the same reason, it is not that important to have an amazing trailer with crazy transitions and text overlays but a clear cut video demonstrating various game-play features of your game. You must also make sure that the video does not extend 3 minute mark.

To keep in check of all the above guidelines, we cut a video where I did a simple run of the first level in the game and later added voice-over illustrating the various mechanics in the game. We actually rendered two versions one with voice over and other one with just the video.

DISCLAIMER- We are from India and English is not our first language, apologies if my accent throws you off. Also, it might seem a bit rushed but to cut a video of a game with randomly generated level as well as narrate and keep it within 3 minute was a challenge indeed! :)


After compiling all the assets and filling in the submission form, we sent Asura for the selection process. Please note that you can send your game even after the initial deadline, the whole caveat is that you will be then paying the late submission fee. The submission fee is 40$, if late then it inflates upto 100$.

This was pretty much our submission process for the Megabooth. If you want to know more, you can visit the Indie Megabooth Submission page to get detailed information about each and every aspect of the process. Please do not skip any of it if you are interested in submitting your game!

After a month or so, one fine day, I check my mail and there it is! An email stating that Asura has been selected for Indie-Megabooth. After a very brief celebration with Neeraj, other half of the studio, we started our preparation for Indie-Megabooth at PAX!


We are small team of 2 with a self funded company. We earn our bread and butter from doing services for third party game companies where we forge games with as much love as we contribute to our own IP. There is this myth that 3rd party developers are in the industry just to get the pay check and not for the actual love of making games. Well, we defy that expectation by working 18hrs a day and make sure everything we work upon is pretty much our 200% and try to forge everything as polished as ever.

With the funds that we generate from the 3rd party projects, we pretty much reinvest in our studio for development, tours and travel. It’s these funds which helps us to travel various conventions through out the year. Going to PAX is not a piece of cake when we take finance into considerations. The Air travel from India to states itself digs a big hole in our coffers and we were going to be exhibitors at PAX. With the current situation of our studio, only one of us could go to such events, which means only one person will be in charge of the booth and will be responsible for logistics. This also means that when flying, we have a limitation of 20 KG/45 Lbs + 1 additional hand baggage.  Keeping all this in mind, we had to make sure we made the most of the opportunity and prepare our selves for the event to come.

Our booth was sponsored by Intel and we got PCs from folks at Alienware which meant that we din’t have to carry any hardware at all which was best thing that could ever happen to us and made this whole gig even possible.

We had already showcased Asura in multiple events like Casual Connect, NGDC, etc and we were pretty confident of the state of the build. The whole aspect which had to be worked upon was the particle effects and ironing our some of the bugs for the demo as well as the recent features we had added in the game. Then we had to also plan the basic layout of our booth and get materials printed for the same.


If you weren’t aware, the Indie Megabooth, once your game has been selected, sets up a mailing group with all selected game developers where we are encouraged to chat and discuss anything related to games or queries we have regarding the event. This helped us a lot as I pretty much bugged everyone in the group asking them various questions for the preparation of the event.

For the booth, we already had one standee and a big flexi banner but were pretty sure that the Megabooth was a 10 x 10 sq ft area and we would need some additional stuff. Hence, we got another standee made for the gig. I also had made a rough blue print of our booth. The layout of the floor was provided to us which gave us a better understanding of the dimension and location of our booth!



We also planned  freebies for people who would come down to our booth. These were flyers and 3 high quality posters which were handed out to people, each as an appreciation for checking out the game and also something they could get their hands on until the game was released. In total, we had produced the following content for our booth at PAX!

500 Flyers
750 Poster / 3 designs
2 Standees
1 Flexi Banner

We already had tons of visiting cards printed so I took a bunch of them with me.

The Indie-Megabooth Team had advised us to not to reveal of our presence at PAX until a certain date. This was to amplify the effect of the announcement by pushing it in various media outlets all together resulting in much more impact. Jess Floyd, one of the Megabooth team member and graphic designer, forged an epic trailer for the same.


There are tons of parties which are hosted during PAX which can help with your networking and making new contacts. As an Indie-Megabooth exhibitor you get invites to some of the parties, others you might have to RSVP. In any case, heading over  to Event Brite and searching for PAX parties is a good way to check out what is going around during the show and RSVPing to the relevant one’s. You might want to do this as early as possible as some reservations may run out. In-order to keep tabs of all the parties that I was planning to attend, I made a spread sheet so that if my phone battery runs out, I still have something to fall back on. I had also taken print-outs of the same. It is also a good idea to save all your the invites as PDF on your phone or print them out so that you don’t have to rely on the internet to grab any info required.


A ton of e-mails were sent to various media outlets, youtubers, Streamers etc mentioning our presence at the show and inviting them to check out Asura.

I had booked the flight via Bombay. Why? because I am from Bombay and I get a chance to visit my family + It is way more cheaper.

We made tons of announcement in our various channels in social media as the dates for the event got close and eventually, time had come for me to pack and set out for the great adventure in Indie Megabooth at PAX!


It was a 22 hour flight with stop over at Newark and then to Seattle. I was supposed to reach on the 1st September as the event was going to start from 2nd to 5th. 1st was the set-up day and everyone of the exhibitors were supposed to arrive at the venue by 10.00 am. I was late thanks to the delay in the flight and reached the airport at 3.30 PM. After checking in at my hotel and dumping all my personal stuff, I took the standees and banners along with other booth stuff and set forth to the Washington State Convention Centre to set-up our booth for PAX. I reached at 5.00 PM, late but made it for the show, hooraaay!

Everything with regards to the set-up went as planned but with a ton of physical work. I had to first collect our hardware which meant two monitors and PCs as well as setting it all up on the table. Then came the setting up of the booth as the banner was hung on the back wall with the standees erected in the planned position. The Ogre Head logo was stuck on the side walls. Flyers and posters were neatly arranged on the table and it was now time to test the computers as well as load and play test the build.


Both the systems booted properly without much hassle and I inserted my USB to load the game. To my horror, I realized that what we had was a zip file of the game and the computers had no software to extract it. There is no internet inside the PAX halls and it is only available at the lobby so I rushed with my laptop and downloaded the set-up of Winrar. With the software in my hands, I finally was able to install the game in both the computers.

Now it was time to check whether the game was working smoothly with the audio. I boot up the game and to my astonishment, the joystick was not working as intended. It was all a mess. I do art and design, tech is usually Neeraj’s forte and I was super nervous of showcasing the game with mouse and keyboard controls. We had an Xbox 360 controller as well as Xbox One controller and both were not functioning properly. I got an idea of asking the folks at Xbox whether they could lend me a pair of controllers for our booth and without any hesitation, the person at Xbox just handed me whatever I needed. ( I forgot to ask your name but dear Xbox dude, if you are reading this, THANK YOU VERY MUCH!)

Back with the new pair of Xbox Controls, I plug it in and to my chagrin, it still does not work. Disappointed, I tried asking other developers regarding the issue I was facing. In front of our booth was Monster and Monocule, an amazing game on showcase, and I inquired them regarding the problem. It was then that I realized that the issue was with the old drivers and we had to install the updated once. Lucky for us, he already had the drivers in a USB which he shared with me. Installing it fixed all the issue and the build was running smoothly with full power.


With everything working smoothly, Our booth set-up was complete. It was a lot of physical and mental work especially after a 22 hour flight but seeing it all coming together is a great feeling and with that we were ready for our first Indie-Megabooth experience at PAX West!


On 2nd September, PAX began with full glitz and glory. Only Media were allowed during 9AM to 10AM and we were able to showcase our game to multiple outlets freely without any worries of a big line. After 10 AM, the gates opened up for everyone and a sea of people barged in the halls to check out all the available games at the show. PAX, being one of the most prominent games event, garnered a huge amount of crowd. Thanks to the volunteers at the gig, everything was managed very smoothly.

Our booth had attracted a good amount of folks at the show and the game was being enjoyed on both the computers, majority of the time. Being the one man army at the booth was a challenging task as I had to introduce the attendees to our game, then explain the basic controls and reset the game if need be, all while managing the queue for the game. If I would not pay attention to the people waiting in line, they would then move on to check out the other games as many attendees at PAX where only present for a day.

I had noticed that the flyers would keep the people waiting in line busy as they would go through the features of the game. As soon as they read that the game was something akin to their interest or genre, they would then be more then willing to wait in line to check out Asura. One of the key features of our game is that ” It has randomly generated skill” & “It is inspired by Indian Mythos”. When most of the people would hear this, they would then be intrigued about the game and would wait for their turn. Hence, I started freely giving away flyers to anyone entering our booth and the idea worked like a charm.


90% of the people who played our game had  a session of about 10-15 mins and most of them were able to traverse till level 2 after which they would either destroy the boss and stop or they would die. Our game, having a procedurally generated level makes it very difficult for us to manage the demo time and reducing the duration was just not possible. This meant that anyone waiting to play the game had to wait for 15-30 mins depending on how many people were ahead of them in the queue.


Since I was the only one managing the booth, I could only afford to take a 15 min break during the day. Thanks to Ryan Gadz, one of the volunteers at Indie-Megabooth and a game developer himself, I was able to  grab a quick bite of my sub sandwich while he took my role and managed the booth. I would either grab a sub or sandwich from a local store on my way to PAX, It was way cheaper and much more convenient than buying anything from the show-floor. Even a 250 ml water bottle is for 3$! TIP: It is way better to scout for a store or super market as soon as you check in the hotel so that you can grab your snacks/lunch etc while coming for the show.

By the end of day 2, I had ran out of all flyers which meant that there was no means of managing the queue. From the 3rd day on wards I could only handle the crowd who were playing the game where as the folks standing in the line just had to wait. I had tried to introduce them to the game but most of the time was spent with people who were playing!

Every evening after the show, there was some party to attend which kept me busy and helped improve our contacts significantly. Got to meet a ton of people from the show floor where we discussed our design process, business etc. As during the day, everyone is super busy managing the booth or checking out games, It is these parties where you get opportunity to further develop your contacts.

We have always made it a point to showcase our game, conveying as much info as we can to the visitors of our booth and always helping them out if need be. No matter who you are, Media, Publisher or a gaming enthusiast, we always make sure that you have a good time! This attitude helped us a lot. Many of the media folks or the publishers at the show would not reveal their badge, almost making a stealthy move inside your booth. I realized this later in the party when I could not recognize some of the people in there but they would recognize me thanks to the game and then introduce themselves.


I had almost no time to check out the games of other developers but managed to get my hands on some of them around our booth. That is for another post though and it should be out soon!

One of the best thing I realized about PAX is that people who attend, for the most part, are truly passionate of video-games. After finishing our demo, majority of them would then discuss the various features they enjoyed, points they thought needed work as well as some great tips on how to improve the game. Some people were super into the lore sometimes staying back and talking with me for half an hour understanding our process and inspiration. We even had multiple people return again to our booth either with themselves or with their friends. It was one of the first times we have experienced this where in we directly get to meet our customers and to see them enjoy and engage in a conversation about our work truly feels great and inspires us to work even harder!


Showcasing at an event at PAX not only gives your game abundance of exposure but if done right, can help you actually improve the game. At the end of it all, it depends of what you desire from a showcase like this. If your game is all set for release, then tailor it to make sure you get maximum exposure. It was an amazing experience to be in the Indie-Megabooth, among so many great games, in between all the gaming fanatics and working hard with other developers and boy, was it worth it.

It takes an incredible amount of effort and co-ordination to set-up a show like Indie-Megabooth and it is only possible with the super hard work of all the Indie-Megabooth Team including KellyChrisotpher, John, Jess and others. Not to mention, the volunteers who really really work hard to manage everything during the show and make sure the exhibitors showcasing the game are all fine. Being alone at the booth was exhausting but nevertheless the experience and the pleasure of showing your game to literally hundreds of people trumps everything and meeting other developers and playing their games makes it all worth it at the end!

During the show,  Asura was selected as Gamespot “Top 10 Favourite Indie Games”. It has also been selected as PAX West 2016 Picks by IndieGames website. We have also been featured in a couple of other websites for example, UniqueDropsHandsomeTrustworthy etc. We also got interviewed by Cohhcarnage, one of the top twitch streamers! It ‘s just been a week since PAX and there has been multiple news outlets, let’s players as well as gaming enthusiasts who have contacted us for interviews, a short demo, as well as other spotlight features for the game. We are in conversation with all of them and lining it all up so that it can have maximum effect on the release of the game. Showcasing at PAX and being a part of Indie Megabooth definitely helps spread the word of your game. It is way early to share a detailed insights on results of attending PAX and Indie-Megabooth and I will be sharing more about this soon but it goes without saying that it  has definitely helped us garner a lot of attention and press around the game. Our 2 cents would be that if you get the opportunity then make the most of it!


Before you take leave, We have tried to compile all of the above experience into a couple of points, hope it helps!



.) Plan the demo to submit for Megabooth way ahead and don’t wait for the submission dates to be revealed

2.) Your submission video should convey ”GAMEPLAY” and should be on point. It should not be longer than 3 minutes.

3.) Have a strong and honest reason to a part of Indie-Megabooth.

4.) Don’t be discouraged if your game is not polished, If you have the core mechanics working, SUBMIT IT!

5.) If Late, you can still submit by paying an extra fee. Do not be late :)



1.) As soon as you receive the selection mail, celebrate and then have a look at your studio finances. If it is good then let’s move on to point 2.

2.) Book your flight tickets. Make sure you at least land on the day of the booth setup. Hope you have a visa or else start the process of getting one  ASAP!

3.) Book your accommodation as close to the venue as possible.

4.) Visualize your booth setup and plan your marketing assets !

5.) Get all your marketing assets printed at least a week before the show.

6.) Run a search in Event Brite to check for parties and RSVP!

7.) Google map all the location you will be visiting for the parties etc and make a spreadsheet of the address for the venue. Print them out so that it can come handy if your phone battery runs out.

8.) Be good with your communication with the folks at Indie-Megabooth and also other exhibitors in the mailing list. You will responsible for a ton of forms, formalities etc and your quick response will be expected.

9.) When in doubt, Ask! The Indie Megabooth team and the whole crowd are super chill and amazing!

10.) If you are planning for any freebies like flyers, metal Badges etc then make at least 1000-1500 of them.



If you going to use 3rd party hardware then the following points might help!

1.) Bring a copy of Winrar setup file or any file extraction tool along with any essential software you might need.

2.) Bring a copy of the latest drivers for your controller or any specific hardware you might use.

3.) Do not rely on the internet at the show.

4.) If you can design and tailor your demo under a time frame of 5 min to 10 mins and can convey all the mechanics then it would be highly recommended!



1.) Get water and food on your way to the show. The convention food is $ EXPENSIVE $.

2.) Make sure you be at the show by 8.00 am.

3.) Communicate with your volunteer as soon as you reach the venue and co-ordinate with them.

4.) Every single person entering your booth is equally important, whether it be press, an attendee or publisher. Give them equal attention!

5.) The folks coming in your booth feel great when you engage and show interest in communicating with them regarding your game!

6.) When someone has finished your demo, try to hand out the freebies yourself with a closing talk which can be anything from receiving their feedback, informing them where can they buy your game or the just showing gratitude for coming to your booth. The point is to send them off with a smile on their face!

7.) Make sure to always ask your fellow exhibitors about their condition and whether they require any help. It’s war out there and you might not know which one of your brethren might need help!

8.) Parties are awesome but remember that you are in the show for 3 to 4 days so be in control!

9.) If any trouble, there is always the Indie-Megabooth HQ as well as the volunteers who are more than happy to help!

10.) Work your butt off and have a blast!

Congratulations on making it to the very end of this super long post and thanks a ton for dropping by. Hope our experience at Megabooth and PAX will help if you are planning to showcase your game.

If there is anything we would like to say at the end of it all, it’s that if you are an indie game developer then you should PAX, you should Megabooth, YOU MUST!

25 Apr

Day 3,4 & 5 at GDC | IGF Booth, Tons of upcoming Games & Diablo Postmortem


We couldn’t update our GDC experience since past 2 weeks due to the super duper crunch of Asura which has been going on for a while but worry not! we are back in action. We have tried to compile all the 3 days of experience in one post because I spent the majority of the time for the rest of  the days playing games at IGF booth, checking out the expo area and the attending meetings. The games are of course super interesting and exciting to share but the expo areas are just a big mash up of game software and hardware companies of which there is no point of noting down over here. As a result, we have tried to compile all of the games that we got to play and so grab your favorite drink if you have one around…. read along!

Day 3 started with an amazing “ Flash Backward: 30 Years of Making Games” by legends like Chris Crawford, Lori Cole, Phil Harrison and many more. It was an amalgamation of short talks by industry veterans who in one way or another contributed to the various revolutions in the games industry. It was one of the best segments or shows i have ever attended and you can check out the whole event in the video below.

After seeping in all the inspirational talks and nostalgic moments, I ran to the IGF pavillion which was about to open up at 10.30 AM. Now there is no point in sharing games which were nominated for the Indie games festival award because most of you would have already  played or at least heard about games like Darkest Dungeon, Super Hot, Keep talking and nobody dies, Her Story etc. But the cool part is that I got to meet most of the developers who were responsible for making such amazing games and even got to show our upcoming game in return.


Apart from the IGF nominees, there was a huge collection of games in showcase at IGF which was where I planned to spend my rest of the day and with that said, Here are some amazing stuff i got to see in action!


Tantra Rumble: A mash up of RPG and MOBA, Tantra Rumble is an genre mix which offers 8 players to duke it on in an online battlefield. It is clearly inspired by the Indian mythos, especially the writing and the lore.  You can know more about it by checking the video below!


Realm Of Conquest: If you are into hardcore table top war games, this one is for you! It is digital adaptation of the war games played on table which means a lot more visual awesomeness and no hassle of calculating with the dices. Based on medieval fantasy setting, I got to play  Humans vs Ork, marching with my army to obliterate the enemies. Since i am a very much into table top war games, this was super appealing to me. You can know whether it is you jam by heading to their website.

Overfall: One of my favorites at GDC, It is a turn based action combat game with randomly generated missions and role playing awesomeness! You play as band of 2 heroes who are in search for their lost king all the while travelling in your ship to various places, unlocking new heroes, and completing quest! The game has huge randomly generated map which you can be used to explore and sail on. Clicking on different islands in the map will maneuver your ship to the location where you will encounter randomly generated quest. It can be a troll who is asking you to give him some food or an Ogre who wants to bash your head and you don’t have to even fight them to resolve the situation. You can use the dialogue system to communicate or use other mechanics which makes for a super fun and fresh game play session every time you complete a mission.The game can be unforgiving with brutal perma death which adds to the tension. I would highly recommend you check out the game over at steam.


Niche: A digital board game, it is all about Genetics, heredity and evolution. You are in control of your pack of animals, breeding, feeding all the while making sure that they don’t go extinct. It is a very interesting concept which is being developed by Philomena Schwab and Severin Walker. If you are a fan of board games, you can download the demo here .


Infinium Strike:  A mix between a strategy and action game, Infinimuim pits you in the role of a weapons commander of an epic ship equipped with multiple turrets, drones fleet and epic weapons. As the game is in 3D, enemies attack from all directions while you blast them with your arsenal. It has both a campaign and an endless mode in which you can compete for high-score.

Antegods: is a fast paced arena shooter by Code glue based in Rotterdam, Netherlands. You play as a pilot one of the teams of space faring maya pilots destroying enemy ships and collecting artificats which you can feed to the colossal titan statue who can rain down epic amounts of punishments to the opposing team. I tried the game with one of the developers and ended up beating him which i am guessing is only because he went easy on me! The game looks amazing and you can check out more about it here


Hob: Ever since they released their teaser in one of the earlier PAX, I have been waiting to get my hands on this beaut for a very very long time. Hob is an action adventure game by one our favorite developers Runic games, the team responsible for developing Torchlight series and also the legendary Diablo 1 & 2. After successfully finishing their demo, I can say that it EPIC! The story or the lore of the game seemed very symbolic then literal and from what i understood, you play as this protagonist who is trying to save a very friendly race of creatures from these crazy looking mechanical steam punky badies. The world and the whole art style is superbly crafted, inspired from Steam punk style with hand painted textures and that Runic style treatment which you can experience in their past titles a.k.a TORCHLIGHT! It harkens back to the good old days where we used to be in our chaddies without T-shirt, dipping the bourbon biscuit inside freshly brewed milk of Milo, and enjoying games like Crash Bandicoot or Spyro, the dragon.

Below: Upcoming game by Cappy , makers of games like Super time force & Sword & Sworcery, is a survival, exploration, adventure game with a great aesthetic and art style. It kind of plays like the Zelda: A link to the past with mechanics of a survival game like Don’t Starve. But boy. does it look amazing! It is very atmospheric experience and since your character is this tiny speck in a huge environment, the visual style is very unique. Do check the awesome trailer below!


Except for the Design workshop, I had not attended any other talks and on the final day was all prepared for the postmortem of Diablo 1 by David Brevik. As you might know, we both in Ogre Head are big fans of the the Diablo series and I couldn’t miss this. David shared some amazing info regarding how the Diablo series was actually forged with some super secret facts which was unheard of. Let me give you an example from the 1 hour talk that he shared with us. Apparently, there was this guy who came to David  and asked him if he would alow him to rent out one of the rooms in his office to start his venture. The guy was ready to offer 10% of his start-up to the founders which included David and others but they turned the random dude down anyways. Long story short, after a year or so, the random dude turned out to be Shabeer Bhatia and the company he started was hotmail.com which you all might be very well aware of. If David would have let Shabeer use in his office space, he would have some 250 million dollars in his bank account. Ouch!


All in all, it was an amazing and informative talk with the creator himself while he made possibly one of the best game series in the industry. Also as a bonus, I got our Diablo 2 manual signed by David and got to chat with him for sometime regarding the various design elements of the game!


GDC was an amazing experience and I got to meet tons of amazing people, play awesome games and learn new things. It is definitely a surreal experience when you see your childhood heroes who forged things that made up most of your childhood memories and getting a chance to talk to them. We will definitely be sharing a detailed info on how you can prepare for event like GDC so that you can avoid and be much more prepared then we were before the show! It would be much better to share such info couple of months before the next GDC, so that the topic of discussion is much more relevant.

Also, a huge shout to Blake Merriam and other scholarship members including Ankush, Lalima, Kadambari, Shailesh, Mariam, Vishwas, Laxmi, Dipender, Jibran and others from the designers network who made the event that much better. Without the scholarship program we wouldn’t have made it to the event and for that we are super grateful!

In the next post, we will be sharing about our time at Pocket Gamer Connect, which happened at Bangalore. We got to play an amazing roster of games from our country and will be sharing about it soon.

Thanks for dropping by and hope you enjoyed us sharing our GDC experience. Make epic stuff and be awesome!


15 Oct

Our Experience Showcasing Asura At EGX 2015!


As you might know we had gone to Birmingham to attend EGX 2015 where we showcased Asura. Our experience over there was exhilarating as this was one of the first consumer convention where we showcased our upcoming game. One of the best facts about attending such events is that you get to meet amazing developers and get to chat with them. It helps you understand the struggle each developer or a game is going through and every developer has an interesting story to share!


As expected, a huge amount of gamers, cos-players, youtubers/ Lets-players, game developers had come to the event. The demography of the people who attended the event was very diverse and it was great to see them sit down and actually play your game. As I was there alone, I had to stick most of the time to our  booth but whenever i got the opportunity, would check out other developer’s game too.

Here are some of the games that I got to play!

Theo and Lizzy by Butcher Labs -

 A plaformer where in you play as Theo who has to avoid many perils by flipping himself from ceiling and floor in pursuit of his true love, Lizzy. It has simple controls but insanely designed levels which will make you scream and throw your controller left and right. It also has a split screen mode in which everyone tries to race through the levels. The Butcher Lab’s booth was just besides us and it was a treat to have them as our neighbors!

Thea: the awakening by Muha Games-

Thea: The awakening is a strategy, 4x game based on Slavic myth set in post apoclyptic fantasy setting. I actually din’t play this game at the gig because it was a 4x which means the gameplay is huge and complex and i would much rather enjoy it at my own pace back home. The game looks awesome and I had some amazing talk with the makers of Thea. If you are into deep strategy game with RPG and Card combat mechanics then you should definitely give this one a go! It is still in early access and you can grab it HERE!

Good Robot by Pyrodactyl-

Finally, I got to meet Arvind and his Pyrodactyl team at the event where they were showcasing Good Robot, A rogue-like shooting game where in you play as a droid and go into a shooting binge blasting other robots with different types of weapons. The game is set to release some time early next year and you can keep your eyes on it HERE!

Then there were the big guns, the AAA guys with their amazing expensive booths. I fixed our booth a day before the event after which I was just strolling around trying to snap as many pictures as possible. Once the show started I know that I would not be able to check them out. During my exploration, I saw the Total war booth with the development team working on some stuff. I ofcourse the Total War nerd that I am couldn’t hold back my fan-boyism and spoke to the community manager who was more than willing to share his total war experiences and passed me some steam keys for Total war: Arena.


Even though there where tons of amazing games on the floor, there was just not enough time as I had to manage our own booth at the gig. The show was a blast with people giving us feedback and enjoying the game. Some even came back the same day or the next to play the game again which always cool.

Even though there were tons of amazing games on the floor, I did not have enough time to check out other games. The show was a blast with people giving us feedback and enjoying the game. Some even came back the same day or the next to play the game again which always cool.

One major mistake we made was to print the wrong dimension of the poster for the back wall at our table. It would have been simply epic to have a giant picture of Asura behind the monitor and would have garnered even more crowd. We just cant thank enough Samar Malik for his amazing work with the poster and Jay Doshi for his animation powers. Those who play always end up saying they where attracted to the game as soon as they saw the poster and how epic the animations in the game are.


EGX 2015 was a blast and a successful event for Asura. I had actually come from the gig sometime back but couldn’t take out the time to update the blog. You guys should definetly check out the new design changes that we have made to the game. All our new ideas go against the usual game design norms but I hope it works for the best. People seemed to enjoy the game at the event so that was a confidence boost. We recently also went to Video Game Fest at Bangalore to showcase Asura and that was also a good experience so we will continue speaking about that in the next update!

Asura is still very much under-development and each day is another step to finishing it. The features we have added recently has made a lot of difference in the game as we have seen it being played at events and people really seem to like it. We are trying our best to keep our promise of making the best thing we can possibly make but at the end it is up to you to decide how it has shaped up. We cant wait to show you the final product, so keep calm and be awesome!

Here are some more pics from the event!

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