Castle Crashers Remastered coming to Nintendo Switch and PlayStation 4

Castle Crashers Remastered is coming to the Nintendo Switch and PlayStation 4!

For those of you who are not familiar with Castle Crashers Remastered (CCR), here’s a quick rundown of what this version of the game has:

  • A multiplayer mini-game called “Back Off Barbarian” that’s frantic and weird.
  • Texture sizes of the game are five times the texture size of the original game
  • CCR runs at 60 frames per second. The original ran at 30 frames per second which feels kind of like a slideshow if you go back to it after trying this new one.
  • All previously released downloadable content like characters, weapons, and animal orbs are available in-game
  • Various performance updates and improvements to gameplay and online multiplayer

Oh, technology, you silly beast. You wonderful, electronic beast.

CCR on the Nintendo Switch has HD Rumble, Switch Online, and 4 player local Joy-Con support. Bring those little knights with you in handheld mode or put them up on the big screen while docked! On your PS4, we’ve utilized the latest in lighting technology to lighten up your lightbars with your character affinity color!

Both of these fine versions have been made possible thanks to the team at PlayEveryWare. It’s like magic seeing the game run on these new systems. We’re all very excited to get them into your hands!

Now let’s get to two of the most common questions we’ve been asked.:

Why bring CCR to two more platforms now?

Well, aside from it being one of the most requested things we get asked there’s some less obvious reasons. With Alien Hominid not being ported often, we’ve seen it slowly become unavailable in most places. When we make games we want them to stick around. Taking advantage of the updated hardware of each generation is also very satisfying. Higher resolutions, higher framerates, chances to make tweaks, and better overall quality. Our debut title (Alien Hominid) was available on both Gameboy Advance and Nintendo Gamecube.

We’ve always eyeballed Nintendo’s platforms with a very warm heart. However, since the Gamecube, Nintendo’s cool features often demanded more development time than we were able to balance while guaranteeing quality. For instance, dual screens requiring UI and design reworks. The Nintendo Switch is perfect for us to make our return on and it brings with it the ability to have our games be portable. We always wanted to get onto the 3DS due to portability, so this is exciting for us!

Why not a sequel, you say?

Spooky tough question (but not really)! I often see people claim we would never make a sequel. That’s not accurate. We might make one someday, but it would have to hit all the right points at the right times. It has to be a product that would end up vastly improved, rather than “more of the same”, which is only something we can accomplish with gaining experience.

Another thing to consider is that there would be no Castle Crashers 2 if we started out by making sequels. You’d have Alien Hominid 2 instead of Castle Crashers 1. Or, alternatively, there’d be no BattleBlock Theater if we made Castle Crasher 2. It’s fun making different worlds and genres you love and want more of. We like the idea of more too. A constant internal battle with our minds! When we sat down to make the company we already had more games ideas than we could ever physically make in the first place and we want to bring them to life. Conflicting stuff!

Game 5 and beyond…

Finally, among the many other projects we have going on right now, we’re working on our fifth game, code-named “Game 5”. Because of this our design babies are gestating within that womb of the development world. We’ll have more information on this later in the year hopefully. One thing at a time, my sweet, sweet loves.

Next Thursday we’ll be attending PAX Boston, and will have the first playable versions of CCR on the Switch and PS4 for those of you in attendance. More PAX booth details to come later this week too. Anyway, I’ve been told that typing is something humans weren’t actually meant to be doing at all. Now I have to pretend I’m Tom Hanks in Cast Away in order to even it out.

Thank you, Tom Hanks. You wonderful, organic beast.


Pit People Update 7: Pitlicious has arrived!

Pit People Update 7 is now available on Xbox One!
Repeat: the Pitlicious is hiding inside your Xbox.
Please update and prepare for new adventures.
<MESSAGE END // 11-15-2018>*

Happy Eve of Halloween Eve, everyone! We are excited to announce that our newest Pit People update, “Pitlicious”, is now available on Steam and Xbox One

Aside from new adventures and quality of life additions, Update 7 is full of those “hey, wouldn’t it be cool if…?” moments we’ve been jotting down since development began. Things like…

  • “Wouldn’t it be cool if those bear blood storms could happen any time?
  • “What about a bunch of quests in a big city? Crowded streets, hot dog carts, skyscrapers…
  • “OOH, a prison break! Sheep Mascots! A level full of dynamite. Just dynamite. EVERYWHERE.”


Whether you can stand toe to toe with General Custard or are as innocent as a wee babe, Pitlicious has something strange and wonderful for you!

Update 7 includes the following:

Major content:

  • 2 New Multi-Part City Quest lines
  • New world map content, including new quests and bear blood storms
  • Fashionable new unlocks
  • 13 new Achievements
  • Viewable fighter career stats in regular mode (similar to Obituary in Permadeath Mode)
  • Newly intensified atmosphere for Elite battles (just in time for Halloween!)



  • Mission progression is now determined by the first host player rather than the most advanced player.
  • The fortress completion achievement is now triggered by completing city and story quest fortresses.
  • Added occasional bear blood storms in random battles.
  • Fixed issues with spidaur webs when spidaurs teleport.
  • Fixed a bug that caused a tutorial exploration region to not count toward player’s total.
  • Added separate key bindings for moving the wagon up, down, left, and right.
  • Fixed a bug that prevented some missions from appearing on some world maps.
  • Fixed a bug that could cause spectator fighters from appearing in the arena lobby during an online session.
  • Changed the Questboard to show the 100% indicator only if all local players have completed the quest.
  • Fixed a bug where the winner of a replay would not be shown in some cases.
  • Players can hold the dismiss key to skip through dialog quickly.
  • Fixed a bug showing pixie wings in portraits.
  • Fixed bug which would auto-fail permadeath players in March for Babies.
  • Fixed bug that prevented enemies from chasing wagon through previously populated hexes.
  • Female archer and man type npcs on the worldmap now use the female voice when killed.
  • The 5th city record song now loops correctly.
  • Fixed bug in quest “Against the Grain” to cause it to fail early in some cases.
  • Fixed tents in multiple fortresses that did not look inactive after running out of enemies to spawn.
  • Fixed bug causing player to see both win and lose events if they killed all of the red team players.
  • Fixed bug preventing players from recruiting an enemy in quest “A Knight’s Code”.
  • Extra loot is no longer lost to lava eruptions on some worldmaps during quest “Fighting Fire with Fire”.
  • Yosef is no longer occasionally given a random color tint in quest “Mt. Olympus”.
  • Worldmap enemy that chases you in quest “Home, Run!” now behaves like other chase enemies.
  • Fixed bug that was causing chaser enemy sfx to play when spawned instead of when triggered by the wagon.
  • Mother Deer no longer sounds like a human man when saying “…?” in quest “Needs Salt”.
  • Fixed a bug in quest, “Mush Love” causing Portabella to occasionally disappear.
  • Erroneous fail dialog no longer plays when fleeing quest “Tale of Yoratio”.
  • Added missing danger icon to Fort Ginger.
  • All mentions of “Mr. Whispers” use that spelling now. Sorry, “Mister Whispers” fans.



  • Snottery Barn revamped to include new narrative beats, unique characters and Spidaur Skin rewards.
  • Layout of battlefield in quest “Against the Grain” rebalanced and made accessible for Troll Moms.
  • Rebalanced quest “He Who Smelt It” to allow enemy team to spread out do their job better.
  • Added some flavor and visual clarity to quest “Fort Ruffage”.
  • Rebalanced quest “Ruckus Ranch” and added some visual flare for clarity.
  • Added battlefields for some unique regions across all worldmaps.
  • Kindness the Rainbow Horse now hums to himself during quest, “Killing with Kindness”.
  • Small camera and narrative sequence tweaks across many quests.
  • New music for CityTownRiot by Patric Catani
  • Adjusted all ambience levels and overall mix
  • Elite battles now play specific music
  • New SFX for new quests
  • New SFX for new weapons
  • Translations for all new quests and content


Collect your Cupcakes, gather your Gorgons and haul out your favorite Hair Trolls: new adventures await!


PAX West 2018 Recap + Thank You!!!

It’s been a few weeks, but just wanted to say thank you to everyone who came by to see us at PAX West! We had a blast hanging with fans and friends in Seattle. You can check out the recap video below.

Also a shout out to all the cosplayers and winners of the High Score Challenge.

Almost forgot, a special thank you to all our Super Soviet Missile Mastars 🙂

You can check out the full picture album here.

And of course, the celebratory recap video. Enjoy <3