Losing Yourself in Twitch Heaven

Losing Yourself in Twitch Heaven

Many people are surprised at how good Velocity 2X feels – it’s because we really care about it – it informs every decision we make, not just for a particular feature, but as a business. We only want to make games that feel amazing to play.

OMG WHAT IS THIS?!

OMG WHAT IS THIS?!

We can’t talk about what this is going to be used for yet – only that it’s in development – but we welcome your feedback!

Velocity 2X Available Now on PC and Xbox One!

Velocity 2X Available Now on PC and Xbox One!

It’s been just under a year of non-stop blistered thumbs and worn out controllers, and in that time we’ve had the great pleasure of seeing our creation accepted, supported and championed by so many.

Velocity 2X: Behind The Scenes

Velocity 2X: Behind The Scenes

Velocity 2X is coming to Steam and Xbox One on August 19th worldwide. This video gives a behind the scenes look into how our games are created.

Spreading our wings with Sierra

Spreading our wings with Sierra

Why working with Sierra is an important step forward for FuturLab.

Peter Pimley has joined our team!

Peter Pimley has joined our team!

An accomplished developer with over 10 years experience across every aspect of game programming, Peter was Lead Programmer on the superb 3DS title Crush 3D, where 3D space is crushed into 2D!

Say hello to Thibault Girard!

Say hello to Thibault Girard!

We have a new hire, say hello to Thibault Girard!

Velocity 2X Wins TIGA Best Arcade Game 2014

Velocity 2X Wins TIGA Best Arcade Game 2014

Kai and her Quarp Jet collected some more shiny metal!

Velocity 2X Release Dates & Trailer

Velocity 2X Release Dates & Trailer

As we’ve just proudly stated to the world on PlayStation Blog, we think Velocity 2X has what it takes to delight, thrill, entertain and impress you in 2014 – to such an extent that it’ll be YOUR game-of-the-year.

New Velocity 2X Screenshots

New Velocity 2X Screenshots

We’re almost there on Velocity 2X visual fidelity. It needs another pass on the HUD and level dressing but we’ve exceeded our initial goals so we’re very happy with it! Now to finish off designing the levels, balance the learning curve and tidy up the little details! =)