Eight Hours 3.2.2 Released!

We have a wonderful new UI focused update for this game. After some feedback from our wonderful community we implemented some changes to our Game Settings UI. These fixes address a few issues

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Eight Hours 3.2 Released!

Eight Hours has just been released version 3.2! This is an exciting time because it brings us one step closer to a full game! Eight Hours has been under development since 2016. If you want the full story, take a look at The Story of Eight Hours. Long story short, we have a lot of graphical updates, better AI, a whole ton of more gameplay, and enough challenges to push you towards the end of the game. Eight Hours really is starting to look like something special! Hey, just like you! Read on to see the details on the updates. Not patient, immediately below are links to the game.

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What Have We Been Up To?

Whoa! Where have we been? Hiding in a cave? Maybe, but that doesn’t matter. Because in that time our little trollkins have been up to a lot of mischief. Take a gander further in to see what we have in store for 2020!

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Creating Dread in Horror Games

Can you hear it? The slight creak in your office chair, the pop inside the walls of your room, the bones in the house stretching. Are your lights off? Do you still see flickers of shadows out of the corners of your eyes then? Who was that knocking on your door - or, was that just the wind?

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The Story of Eight Hours

Troll Purse was started as a means to distribute games under a common title. Today, we will discuss our first distributed game, Eight Hours. Taking on a different model, rather than selling early access games, Troll Purse wants to create games to garner interest in them. If enough interest is found in a game, we continue to develop it at a commercial level. Our first game, Eight Hours is our first attempt at such a model.

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Designing Player World Interaction in Unreal Engine 4

Unreal Engine 4 is an awesome game engine and the Editor is just as good. There are a lot of built in tools for a game (especially shooters) and some excellent tutorials out there for it. So, here is one more. Today the topic to discuss is different methods to program player world interaction in Unreal Engine 4 in C++. While the context is specific to UE4, it can also easily translate to any game with a similar architecture.

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Even More AWS Automation With Tumblr

Yes! Troll Purse has done it again! Looking at all the great social platforms out there, we were missing one that needed our posting! Tumblr has now been integrated into our automation platform. Following our desire to automate a lot of our processes, our foray into blog sharing automation has brought us upon the beaches of Tumblr’s API. Today, we again, share with you our implementation.

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Forums Are Up On AWS

After our migration to AWS, Troll Purse removed the old forums running in Digital Ocean. Troll Purse decided to start with a clean slate. Which was easy - as nobody registered (no migrations needed, just nuclear destruction of the service)! A curse that turned into a blessing. Troll Purse can now scale the forums based on usage and save some money on infrastructure. This will allow us to put more effort into our games!

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