7 Things you will love about Flat Fat Cat Bounce Version 1.5.0

Lets get right into it with the new version of Flat Fat Cat Bounce I did a lot of changes. I want to introduce the major changes now and explain a little bit about the decisions.

1. Animated Menu

As a first step of a feature I planned for the future I animated the main menu. I know most of you won’t have spend too much time in the main menu, thats why we want to introduce another feature in the near future to set more focus to the main menu. Just as a little hint you will be able to feed your cat and customize the room πŸ™‚

2. UI Remastered

The old windows and interface lack a bit of quality, animations and layouting. I wanted to improve the whole expierence while you are in the menu, on the shop or looking through the map. I improved nearly all dialogs, windows and other UI elements. There are plenty of new animations and new window layouts. I hope the effort worth it and you like the new design just as much as I do.

3. Watch your stars

Did you ever thought while accomplishing a level – Was I fast enough to reach 3 stars? To have a much better overview about how many time left or how fast I have to be to earn 3 stars. I introduced a new UI element in game. This will help you to track time and stars while playing through the levels.

4. New effects

To improve the contrast of different szenes I implemented a new sepia shader, which greys out the background if any dialog is shown. We also changed the matching effect of two cats from hearts to stars and make it a bit more visible.

5. Improved scolling

It is so annoying to scroll the whole map with the slow scroll speed. So I finally implemented the fling to scroll over the map how to should be since start of FlatFatCat. With this small feature navigation around the map should be much easier.

6. Graphics improved

I wasn’t very happy with the old dialogs and menu. So I came up with this new UI graphics. In my opinion they fit much better into the game and are really good looking. Nearly every UI element was touched and changed. There is a lot of new graphics to explore!

7. New sounds

Some sounds were a bit annoying or just not fitting into the game. I changed the dissolve sound from the meow to a more success based sound effect. Also the winning sound changed a bit to make it less annoying.

I hope you all enjoy the new features and appreciate them that much as I do. I really like Flat Fat Cat Bounce and would love to invest even more time into it and release a lot more new features! Nevertheless now the time for new players and a lot of marketing has come. Please leave your comments below and subscribe to this blog.

Timbertales, FlatFatCat and further game projects

Status quo projects

After the release of the latest patch for Timbertales it is time for a new game project. I gathered the required budget and already created a full concept for the new game project. I will shift my focus a little bit, but first let us speak about Timbertales and FlatFatCat.


The Version 1.3.0 improved a lot of the graphical interface and I am quite happy with the changes. Additional we added a new version to itch.io, I updated the version of Timbertales on Steam and I updated the mobile version on Google Play Store and Apple Store. Now, it is time to wait for user feedback to finally build the full release candidate. Since Timbertales is still in early access, I will gather more feedback over the time the third project will be developed. So I can take a look afterwards in which way Timbertales will be improved for the final release. If you haven’t already check out the new promotion trailer:



This game is a little bit harder to describe. Actually I like the game very much and I think we created a very cool game, which is a lot of fun and offers a lot of levels and diversion. Unfortunately it didn’t hit on the market as expected. The main reason for that is the lack of marketing budget in my opionion. The mobile market is quite hard and you need to create a buzz around your game to actually get some downloads. Otherwise your game is lost as many other good games in the void of the app stores. The steam version of FlatFatCat wasn’t performing as good as expected, since the game was fully planned for mobile devices. So in the end we will leave FlatFatCat as it is for now – willing to commit some budget in marketing in the near future.

Shifting focus of Rainware

As I said before I want to realign the focus of our games. With the experience made with FlatFatCat, I made the decision to avoid the mobile market and focus fully on core games. The vision needs to be “Creating games – I will play” that said of course I like Timbertales and FlatFatCat and I am also very proud, that I could release them, but I am a PC gamer since ages and love other types of games. Also the release platforms will change. Of course there will be Steam for PC, but I also want to extend to itch.io and GoG as well as I want to enter the console market including Xbox and PlayStation. (Nintendo switch would be a dream as well :))

Reveal Project III

Last but not least I will give you a small insight for the next project. What can you expect? We plan to create a game mixed with well known Moba aspects in a sandbox type of game. This also includes a lot of gathering, fighting, collecting and crafting. There will be rpg parts as well. This time we will have our first 3D game in an very atmospheric environment. Stay tuned for the next blog entries. We will update you with everything related to the new project and keep you updated about the development progress. The project is scheduled for at least 6 months.

Thanks for reading. Leave your questions or feedback!

Timbertales Patchnotes 1.3.0 *Remastered*

I am proud to announce a new patch for Timbertales. This patch includes a lot of graphical improvements and replaces a lot of placeholders in the game. This patch is one of the first steps directing to the full release of Timbertales. Unfortunately I haven’t received much feedback about Timbertales within the last months, I would appreciate that a lot. This would allow me to further improve Timbertales and bring it to a full release. Nevertheless here are the change with 1.3.0:


  • Replaced a lot of text with more fitting icons or shorter text
  • Improved Multiplayer screen
  • Improved Challenge screen
  • Improved Loading screen
  • Improved Lobby
  • Improved options
  • Improved profile screen
  • Improved game interface
  • Improved Popups, layouts and font colors
  • Improved exchange screen (android, ios)
  • Improved credits screen
  • Improved ranking screen
  • Improved mission overview
  • Added exit button in main menu
  • New Input fields
  • Windows and tabs were improved
  • Removed lots of unused assets and files
  • Added window animations

And many more small changes to layouts, assets etc. You will explore a whole new interface experience. I also plan to rework some of the units and animations in the near future. I would love to invest more time into the game, but I will need some feedback.

Unreal Engine Day 2 – I made some progress

Hey everyone!
This is Day 2 of “Switching from libGDX to Unreal Engine 4”. Today I made some progress… yeah! But first I just wanted to announce that FlatFatCat is finally available on Steam. This was the reason why I hadn’t any time to make any progress in Unreal Engine4 the last days. Sorry for all daily followers, if something like that exists πŸ™‚ Since it was necessary to fix some bugs in FlatFatCat and port the code to desktop platform. Anyhow today I went back to the topic Unreal Engine 4.


Taking Babysteps to achieve easy stuff

My progress is still very slowly, but at least I made something. First of all I was able to spawn some actors by c++ code. I was really proud. After the weekend, I tried to reload my project … and it was broken somehow. So Unreal Engine got stuck at 71% and loads forever. I couldn’t really understand why. So I had chosen another approach. Since I am not very familiar with the Blueprint stuff and I found a book with the title “Develop games with Blueprints and Unreal Engine 4” I decided to give it a try. After some reading I created a new example project and achieved some basic stuff with Blueprints. This in the end helped me to understand the engine even more.

Unreal Engine 4


There is still a lot to learn

So I made some progress with Blueprints and understanding the engine a bit more. I still have the problem that the engine is quite heavy on my Macbook 13, but I am so used to develop on OSX that I switched back to it. I will also stick to the books and I have to learn even more about the engine stuff. For now it seems like this will take me at least some more days, before I really can make some good progress. But in the end I think it is worth it, because I have to say of course Unreal Engine 4 looks fantastic and it also helps me to getting more into the c++ development stuff. Last but not least there are actually plenty of jobs for UE4 developer. So I think it is a good decision, even if it has its downsides.

Switching from libGDX to Unreal Engine 4 – Day 1

Hey everyone,

with this blog entry I will finish off my work for today. The entire day productivity was a bit weird, but I will go into more detail. First things first: Today I used my gaming windows PC to develop in UE4 and performance wise it was a good idea. Anyhow it wasn’t that easy to get everything up and running, since I had to install everything again UE4 and Visual Studio. This took quite a while. After that I also installed Blender to get working with some models and try importing etc.


The rough start with unreal

I won’t lie in the beginning and can tell you at this moment I am absolutely lost in UE4 and have no clue what I am actually do. I wanted to start with a simple Board game, so I tried around with building some landscape, getting models into the engine etc. All of this stuff is quite cool and the engine itself looks also very cool. But I haven’t yet written one line of code, which really bothers me as a developer. Everything is so visual and if you are not used to the whole editor it is just overwhelming. I often thought about: Do you really want to stick to UE4? My approach or better said working flow was so much different with libGDX. Most of the time I was writing code. Today, hm, what did I achieve? I watched a lot of tutorial videos, read through many documentations and tried different things to get different things done.


The things getting really fast unreal!

It is very surprising that you can just add a landscape give it a water material, some lights and you have some awesome looking water, but it somehow feels not right to me as a developer. Since I wanted to try out some models and lightmaps, I started with modeling in Blender and just created an easy hexagon for this purpose. Creating the uv for lightmap and exporting the model as fbx was quite simple. Also the import into UE4 works out of the box and there is nothing special to mention about. I was setting up some different cameras and testing around. Everything I actually do is more or less trial and error. Too many things are unclear to me right now and I always have the problem to not know where to solve a problem. For example you can create a whole landscape in UE4 with everything needed or you also can model the landscape in Blender and then import it to UE4. It is somehow confusing to me. Another thing is the blueprint scripting, actually you don’t have to write any line of code, you can just solve everything with the inbuild blueprint scripting.



Of course I will stay focused on UE4 and learn a lot more. I hope, I will get more used to it the longer I try out different things or watch tutorials. For now I feel like an absolute newbie in game development, but I achieved an ingame scene today and want to share that one with you:

Make sure to subscribe or follow my blog, because the series: Switching from libgdx to unreal engine 4 just started!

Getting started with Unreal Engine 4 – Switching from libGDX to UE4

As a small part of my daily work, I want to give blogging actually a bit more focus than I did in the past. So I came up with the idea to write a series about my actual switch to unreal engine 4 and describe the reasons behind it.



Let me tell you something about the history. As some of you might know I already developed and published two games written libGDX: Timbertales and FlatFatCat. I started with the libGDX framework, because I am usually no fan of big bloated engines or toolkits and love to keep things simple. With libGDX I the choice to implement stuff I needed and could write everything by myself, if I wanted to. Most of the time I was actually very happy with libGDX. Meanwhile I am very experienced with it and most tasks are really easy to achieve. Of course there are some downsides. For example implementation of in app purchases using gdx-pay or deploying on iOS could sometimes be pain in the ass. Also the lack of community support is sometimes really nasty. But as I said for me it is a cool framework and I like to work with it.
Unfortunately times change and I definitely have to reach for an other audience within my next game. My gathered experience showed me, that I made the least revenue by now in the mobile market and with in app purchases. The reasons are too few players and the marketing to get more players is quite expensive. I can’t afford that type of marketing, which is needed to make a big hit on the mobile market.
So the strategy changed: I made more revenue with Timbertales on steam sales and Bundles. In addition to that I ported FlatFatCat also to steam, which will be released on steam at the 15th august 2017. With my next game I want to focus even more on steam and maybe enter the console market as well. This is the reason why I couldn’t stick to libGDX anymore, since libGDX doesn’t offer support for consoles in an easy way.


Which engine to use: Unreal Engine 4, Unity, Lumberyard?

With the end of libGDX I had to decide on which engine my future will be build. Important for me is: I have to make money with my games to survive and developing new games actually cost a lot of money. So I need to make a good choice for the future.
I decided against Lumberyard, because it is still in beta and the community is quite small. There are also very few games written on Lumberyard yet. I think it is a very cool engine and if I would develop games in my free time I would at least try it out, but in my actual situation it isn’t a good choice.
So the good old battle Unity vs UE4. I read a lot about both engines and there are so much topics about it. In fact both engines have a big community and both are well supported. They have two different pricing models. While Unity has a subscription model, UE4 takes a royalty fee of 5% if you earn more than 3000$/quarter.
I don’t know exactly why, but I always had a bad opinion against Unity and I dislike C#, if you could write C++ instead. So in the end my decision was to go with Unreal Engine 4. I can write C++, it offers a lot of support and I like the pricing model. I think if I earn money with my games, there is no reason for me not to support a really good engine!


First Steps with Unreal Engine 4

Lets get started: I started with Unreal Engine, created my account, downloaded the engine, installed the engine and started with some exercises from books I bought. The editor looks quite complex and everything is so different compared to writing libGDX. I have a really hard time to get started and get used to an engine approach. But nevertheless I know as a programmer starting is always the hardest part. It is also a step to create a 3D game instead of 2D as I did before. Another downside is my macbook pro 13 has a really hard time with the monster named unreal engine 4 πŸ˜‰ Building times a quite high and I had some crashes as well. A good reason for me to think about using Unreal Engine on my windows gaming PC.
I will try to keep you more informed about my first steps with UE4 this week and provide more details about the development process. Today I just started off the series “My way with Unreal Engine 4”. I hope you enjoy reading πŸ™‚

Release a libGDX based game on steam

Hey everyone,

with Timbertales I got greenlight in the beginning of the year. Unfortunately I was working on FlatFatCat the last weeks so I had to delay the release of Timbertales on Steam. This week I was able to finally start the implementation and would like to share my experience with a libGDX based game.



First of all you need to register on steamworks and your game need to be greenlit (for old games). The new system is steam direct with a fixed fee (but I haven’t made any experience there yet). As I said Timbertales was already greenlit so I just had to register an account on the steamworks page. After that is done you need to fill out a lot of stuff about yourself and your company for taxes and so on. As a foreign developer from Germany it was quite easy for me to go through all this stuff and in the end I just needed to send a passport copy to steam. Everything was processed very fast and I was able to fill out the informations about my game. There are actually two different game sections and I will give a short overview over both: Your shop entry and your game build.


Shop entry

The shop entry is quite easy you need to describe your game and upload a lot of different pictures for the store. I always have the problem, that I don’t know which pictures will be shown where. So looked through the store pages and inspect the pictures of others to make a matching. After that was done it was quite easy to provide all the needed assets. For Timbertales we had a lot of assets we could use, so there was no need to design anything from scratch. Then you can just click through the different sections and fill out all informations. The required informations are quite usual such as trailers, reviews, system requirements and so on.


Game build

The game build was bit more challenging, since I had absolutely no idea how the steam upload would work. Anyhow the documentation on the steam site is quite good and there is a lot of tutorials in the internet for uploading a game to steam. So I will focus now a bit more on the libGDX part of coding, which was actual needed.
So the requirements for me were quite simple: I just needed the steam Id of the user for my game. At the moment I did not use any other features provided by the steam api such as achievements or notifications. Since I just wanted to have the SteamId of the user the implementation was very easy:

  • First I created a new module in my project with the name steam. Essentially it is the same module as the desktop module from libGDX
  • Then I added the Steam related framework as a dependency to that module. You can find it here: Steamworks4j
  • Everything you have to do now is calling try {
    if (!SteamAPI.init()) {
    // Steamworks initialization error, e.g. Steam client not running
    } catch (SteamException e) {
    // Error extracting or loading native libraries
    somewhere to start the steam api
  • For local testing purposes I needed to add my appId, which could be found on the steamworks page, in a textfile called steam_appid.txt in my assets folder
  • The next step for me was to query the steamId from the api with that code: try {
    steamUser = new SteamUser(new SteamUserCallback() {
    public void onValidateAuthTicket(SteamID steamID, SteamAuth.AuthSessionResponse authSessionResponse, SteamID ownerSteamID) {


    public void onMicroTxnAuthorization(int appID, long orderID, boolean authorized) {

    } catch (RuntimeException e) {
    // steam is not running
    now I am able to get the steamId with String.valueOf(steamUser.getSteamID().getAccountID())

  • That was everything code related I needed for my game. As I said very, very basic and simple, if you would like to add more features like achievements or notifications it isn’t very hard either. You will just need to add the api calls, most of them are implemented within steamworks4j.


    Making executables and upload your game to steam

    Finally we can create our executables and upload them to steam. For creating executables I like to use packr. What you need to do is easy just create a jar file of your game. I normally use gradle for this task so on the commandline in my project folder I just type:

    ./gradlew steam:dist

    “steam” is my module name, so if you would like to create a jar of your desktop module just run ./gradlew desktop:dist. If the building is finished you can find the jar file in your modulefolder/build/libs. Now we can use packr to build our executable for the different platforms (osx, linux, win). I used the win32 and linux32 platforms, because they also work on the 64bit architecture normally. To generate the executable with packr just run the following

    java -jar packr.jar --platform linux32 --jdk https://bitbucket.org/alexkasko/openjdk-unofficial-builds/downloads/openjdk-1.7.0-u80-unofficial-linux-i586-image.zip --executable NameOfExecutable --classpath Generated.jar --mainclass YourMainClass --vmargs Xmx1G --minimizejre soft --output OutputDir

    Basically you call the packr.jar with your desired platform. You can read through the packr readme for all options. You can find the jdks you will need here. After that is done and you have your different executables for all your supported platforms you can follow the official documentation or this guide to upload your game to steam.

    Hope this helps you. For me it was much easier than expected. I had a lot of respect for implementing steam, but in the end with Steamworks4j it is super easy!

Back to Business – Review from Metal Frenzy

Hey everyone,

today I have something different for you: A short review from the Metal Frenzy 2017 combined with our experience in promoting FlatFatCat.

Metal music and game development does this fit?

As usual in the summer time we visited the Metal Frenzy festival. It is a metal festival in Germany Gardelegen. Of course vacation as an indie developer is always a problem as long as you don’t earn of money for it, so I thought about a way to promote FlatFatCat even on the festival and spend some hours. The result: We printed a lot of cool flyers and contacted the festival organisation. We got the ok that we could lay out our flyers at the entrance (Big thanks to Robert) and we were able to spread them on the camping ground. Unfortunately the Metal Frenzy isn’t the biggest festival, however we wanted to try it at least. Here you can see our flyer:




Feedback from Metal Frenzy 2017

I got a lot of very cool feedback from everyone. It was always the same sequence: You tried to offer someone a flyer or two and everyone was first skeptical. As soon as we could speak some words everyone changed their mind and were very kindly and willing to support us.

What this meant for me: As soon as you can tell your story mostly everyone is interested. If you just hand out the flyer no one will care about it. This is actual the same feeling I have with all of my marketing on going. When you try to just announce your game to the press or reviewers no one is giving a fuck. But if you have the chance to tell your story or why you would need support – you will have a lot better chances to get support. I have no idea why this is so – maybe everyone thinks you can develop games and you are already a rich guy or something. As an indie developer with a small budget: I just can say – No! We have the hardest time to promote or distribute our games.

As summary of course the festival is just some days ago, but we could see some increased downloads and we got a lot of cool questions and feedback. So I say it was a cool promoting attempt even if it was the most successful one. It took us just some hours to get to every camp and spread the flyers. I would do it again if I have the chance for it.

Metal Frenzy

Back to business

I have the feeling FlatFatCat is in an good state at the moment. With the update 1.4 we introduced all mandatory features to have a really cool game out there. However there is a lack of downloads and players. But at this point I don’t have any option to make more or better marketing, because I have no clue how? I tried most likely everything what I could read in Blogs and my results are really really devastating. I spend hours of hours in SEO / ASO / Twitter / Facebook / Blogging / Mailing the press and could generate 2 Reviews / 1 press announcement and in total maybe 50 Downloads for more than a week of work. I am not really sure what I do wrong or why I don’t get any audience, maybe at the end I don’t know my audience, the mobile market is too hard or I have a bad game. On the other hand that marketing stuff eats a lot of work time and I don’t get the results I hope for.

So whats the next attempt?

I try to spend my hours in thing I am good at or at least think I am good at πŸ™‚ With my last budget I will introduce Timbertales, our first game, into steam. We got greenlight some time ago and I haven’t had the time yet to implement steam. I want to do this step for different reasons:

  • I want to make the experience with the steam API and libGDX
  • I think Timbertales is worth a bit more attention from my side
  • There are is a big audience on steam I can hope for

There will be some changes to the steam version of Timbertales. I decided to go with a fixed prize and delete all the in game purchase stuff for steam. I think a fixed price fits much better on steam than any free to play concept.

Can we expect another game?

After the steam integration of Timbertales is done, I will have to make some cash again. At the moment it not seems that Timbertales or FlatFatCat will help me surviving. I have some other options, but haven’t decided yet, which one will be the best for me. But I always want to make games and I don’t want to drop my independent state yet – So yes! there will be more games and there will be updates for the current games FlatFatCat and Timbertales. We also thinking about a reskinned version of FlatFatCat – Maybe FlatFatDog πŸ™‚

If you have any questions or feedback don’t hesitate to comment below! πŸ™‚

FlatFatCat Version 1.4 – Peachy brings Highscores!


Click to download FlatFatCat


  • Compete with your Facebook friends
  • Highscores are now tracked on the server


  • Changed level times to increase the challenge
  • 4 new levels at the end of the map
  • Added a “work in progress” – tile at the end of the map

Bug fixes

  • Fixed a crash, which occurs if a friend already finished the game
  • Fixed the max width of the map

FlatFatCat Patch: 1.2.0 with more localization


Click to download FlatFatCat

1.3 only iOS

  • iPhone 4 support
  • Facebook improvements
  • Rate my game on AppStore


  • New contact sound
  • Translations added for pl and ru
  • Drag instead of fling on the overview map
  • New game font to support other languages
  • Back key on phones won’t exit the game
  • Pause button in game with menu to restart level
  • Invite your friends with Facebook

Bug fixes

  • iOS language should now be system language
  • Facebook connect should now work as expected on iOS
  • Music should stop if you pause the game