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Posted by Data in Cave Vehicle Engine, Cortex Command - October 13th, 2012

Hey guys, here’s a really significant update on the Cave Vehicle Engine project we are working on, in addition to polishing up Cortex Command 1.0! There is now a fully functional, yet unpolished (sound familiar?) robot/actor editor in there. I will let the lead engineer and tech designer Miro Adamus demonstrate how it works in this video:

Posted by Data in Cortex Command - October 6th, 2012

Cortex Command’s Linux builds are now updated to the 1.0 version! You can find them in the licensing area, or on your Humble Bundle download pages. Let us know how it works and if you run into any trouble. Hope you enjoy!

We know the learning curve for getting into the game is still steep, and we’re working on making it more accessible. In the mean time, here’s a nice action packed tutorial for how to play the damn thing :] Thanks to @xxXChaosKingXxx for putting it together:

Posted by Data in Cortex Command - September 28th, 2012

While still in high school (“gymnasiet”) back in Sweden, I vowed to myself to make a game I wanted to play and that I would be proud to call a complete product.

Today, after eleven+ years (I just turned 30) and the help of some extremely talented collaborators, I have fulfilled that vow! Yes, Cortex Command 1.0 is now available on this site (below), on Steam, and on GamersGate! Everyone who has previously bought the game in any way can get a Steam key, right here.

UPDATE: Terribly sorry, but the Linux build is still on its way. Hope to have it up ASAP. It is being actively worked on right now! They’re now up

UPDATE 2: Humble Bundle owners of CC can get a steam key directly on their HIB download pages.

Cortex Command 1.0, baby

Buy the 1.0 here:
Buy and play Cortex Command!

Posted by Data in Cortex Command - September 23rd, 2012

Previewing the 1.0 that is coming out on Steam this month! Everyone who has previously bought the game will get a Steam key, don’t worry 🙂

Sorry for the length; I apparently had fun playing this, so time kindof flew. Apologies also for the low voice audio.. will do better job mixing it next time ~

Note: Remember to set the 720p quality using the lil cogwheel icon right above HERE

Posted by Data in Cortex Command - September 12th, 2012

At our first PAX Prime the other week, we were proud to present Cortex Command to the gaming public, as part of the awesome Indie Megabooth! So many cool and enthusiastic people came through and playtested the crap out of it! I have since been busy prioritizing and fixing the glaring issues before our launch of 1.0.. VERY SOON. Like, for realsies.

PAX Prime Twin MDs playing CC These guys knew what was up

PAX Prime Indie Megabooth

Posted by Data in Cortex Command - July 14th, 2012

If the physics-based, real-time tactical, sidescrolling gameplay of Cortex Command is up your alley, then you should definitely not miss out on fellow indie dev VAP Games’ Intrusion 2! It features the best use of physics in Flash that I’ve ever seen, and was made by a sole developer in the middle of Russia (with help from a talented musician as well):


The trailer speaks for itself; there’s also a demo and you can buy the DONE game today (what a concept!). I appreciate when I can see quality and passion poured into a project, so I am eager to spread the word about this gem. Now go check it out!

Posted by Data in Cortex Command - June 3rd, 2012

// Class: Atom
// Description: A point (pixel) that tests for collisions with a BITMAP's drawn
// pixels, ie not the key color. Owned and operated by other objects.
// Parent(s): Serializable.
// Class history: 02/22/2001 Atom created.

Above is how it all started, eleven and a half years ago. The Atom class was one of the first pieces of code I wrote for the Retro Terrain Engine, the custom, bitmap-based physics engine that Cortex Command is built upon.

This is the LAST public test build of this project, folks. The next one is going to be 1.0! This is a big milestone for us, and we’re proud and excited about how it has turned out. I will post a clip going through the new stuff (5 hour video?) soon. Just know that if you bought any version of the game before we switched to the Humble Store, you can log in with your old license key as password here:

The game is completely DRM-free these days, so the key is only good for getting access to the download. You can also change it to whatever other password you’d like.

For Humble Bundle/Store customers, the new build will be available on the same page as you downloaded it from before, as soon as those fine gentlemen roll out of bed this morning.

Posted by Data in Cortex Command - May 30th, 2012

UPDATE: We are working on some bugs that reared their ugly heads last minute.. If the release happens today, it’ll be later in the day. Sorry!

UPDATE2: First release candidate for build27 has been committed for testing and porting to the fairer platforms (OSX and linux). Won’t be long now.. if our webserver holds. Remember, if you bought from the Humble Bundle or Humble Store, you can get the new version on the same page as you did before when the new build drops! (please don’t hammer our site)

Enjoy this rough and uncut video of an entire campaign game against an A.I. opponent in Test Build 27, which is coming out on June 1st

Posted by Data in Cortex Command - January 27th, 2012

Here’s the third and final part of the little miniseries on me implementing the Techs feature in the metagame. Polishing and some refactoring remains, but it works pretty well so far!

I might do more of these uncut programming recordings in the future.. but don’t hold your breath 😉

Posted by Data in Cortex Command - January 24th, 2012

Sounded like you guys actually enjoyed the first video, so I decided to make it a three-part series.. let’s see if I can finish the Techs system in the next one!