Flowstorm Flowstorm
Flowstorm Flowstorm
September 3, 2012
ABOUT Flowstorm


Support Flowstorm on Greenlight!

Try the game here:

Flowstorm is a skill-based 2.5D arcade racing and aerial combat game for PC and Mac, where you control an agile but fragile rocket navigating through challenging levels to reach the goal as quickly as possible. The smallest collision will instantly break the rocket, unless you touch the underside. The underside of the rocket is fully protected, and even allow you to slide along surfaces to preserve momentum at high velocities.
In addition, the game features a level editor, which is currently available in the standalone alpha version of the game.

With only three inputs, accelerate, turn left and turn right, with the addition of a fire button in multiplayer combat, Flowstorm is easy to learn, but very hard to master.

© Joachim 'Acegikmo' Holmér & Jenny 'sranine' Nordenborg #flowstorm
Rise, Flowstorm, rise!
Long story short
We're now developing Flowstorm again!
I'll be streaming development of Flowstorm here:

(Including now at the time of this announcement, feel free to join in!)

Where have we been?
After the Kickstarter failed, we wanted to relaunch it, but ultimately, when the first Kickstarter failed, we lost our motivation to continue completely. We also had to find jobs again in order to survive, so we started freelancing both of us.
During the freelance time, we saw an opportunity, and started developing Shader Forge - a plugin for the Unity game engine, which we're currently selling in the Unity asset store. Luckily, Shader Forge has been very successful! We started getting money into the company to the point where we're now in a position where we can work on our own projects near-full-time!

We do apologize for the time it took for this to happen, but a lot has happened for us at Neat Corporation! It's still just Jenny and I, but this time, we've got a ton of experience and contacts in the industry throughout various events such as Unite and GDC!

The status of Flowstorm
We're rewriting Flowstorm from scratch!
The old code is an awful mishmash back when I didn't know all that much about Unity. Today, I'm much more fluent in it.
  • Less bugs
  • More stability
  • Better optimized
  • Easier to add new features with a clean codebase
  • Multiplayer support has to be done from the beginning
  • We're both better and faster developers
  • We have the time/money

So far, in about 4 days, the splines and the whole mesh generation system is about 95% finished, something that took about 3-4 months back then, and it's already much more optimized.

Will Flowstorm be the same?
The game will simply be better in every which way. There are a few things we're doing different this time around, most of it outside the game.

Apart from everything that will be better, as outlined above, we'll also cut a few things in order to give us more time to focus on developing Flowstorm itself:
  • No account system - in favor of Steam accounts
  • No level center on the website - in favor of the Steam Workshop
  • No more forums on the website - in favor of the Steam forums
  • No webplayer version

In addition, we'll be spending less time on updates/marketing, we'll now mostly be here:
Twitch (for streaming development)[]
Twitter (Jenny)
Twitter (Joachim)

Thank you for reading, and a big thanks for your patience throughout these last couple of years.

Let's do this!

// Joachim

Alpha 4 + Kickstarter is now live!
Polymorph Oct 11, 2012 @ 3:23am 
This game is addicting!
Cloudy Oct 6, 2012 @ 7:07am 
Skippy Sep 3, 2012 @ 4:05pm 
Ravidge Sep 3, 2012 @ 3:34pm 
Looks very promising, would love to try and build some levels for this.
läks go Sep 3, 2012 @ 3:30pm 
the best thing

Austin Sep 3, 2012 @ 3:15pm 
Pro as hell
Enter chat room
September 3, 2012