Howdy! With the next generation of consoles finally upon us, we’re super happy to announce that we’re bringing Joe Danger to two new platforms! 😀

Yes, Joe Danger and Joe Danger 2 are coming to Mac and Linux via Steam real soon!

Mac and Linux actually bring the number of platforms Joe Danger’s on to – OMG – six! And that’s not even counting the PS Vita version that’s on the way! All this blows my mind. When we set out making Joe Danger we had no idea he would end up on so many machines. He’s probably out of control, come to think of it.

Haha, we joke! Joe is at his best when he’s running rampant! The Mac and Linux versions of JD follow the PC versions we released on Steam back in June, and they’ll have the same features, including enhanced graphics options and Steam features including leaderboards, ghost replays and sharing levels through Workshop.

There’s also special extra content in Joe Danger 2: a special Minecraft environment you can build levels in plus Steve as a playable character, and the full Team Fortress 2 mercs lineup, from the Spy to the Heavy, to play as. We’ve also included in the Ultra Hard PC Challenge on the main menu of each game, which presents the most challenging level so you can understand the true nature of Joe Danger, which is, of course, hardcore, teeth-grinding, controller-smashing joy 😀

Here’s a reminder of what the PC version looks like.

The Linux version is especially exciting for us because it means Joe will be ready for SteamOS. Basically, for us, the PC versions are the ultimate versions of Joe Danger, and we always saw Joe Danger as a living room game with you and your friends taking turns on levels, beating each others’ scores and shouting at each other like we do. So it’s kind of fitting that JD will be appearing on Linux just as SteamOS comes along and helps Steam move into the living room.

Joe Danger for Mac and Linux will release on Steam soon. Real soon. We’ll follow up even sooner to let you know when! 😀

by Ryan


Are you a US resident? If so, you can currently get 50% off Joe Danger on Amazon until Wednesday! Top hole, old bean!

The offer is for the PC versions (via Steam) of JD – instead of $14.99, Joe Danger or Joe Danger 2: The Movie are available individually for just $7.50. And the Joe Danger Bundle, which includes both games as well as some super extra content such as the Making of Joe Danger eBook, music and more, is $12.50, down from $24.99! Take a look here!

Sean also did an interview with Amazon as part of its spotlights on indie devs for its new Indie Games store. He talked about our love for Ken Levine (again), our latest Amazon purchases and tea. It’s completely fascinating!

by Ryan
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OMG, this is amazing! Joe Danger is a finalist in the Best Mobile Game category in the 2013 Golden Joystick awards!

Here’s the thing – the winner is down to a public vote! So maybe you want to put a word in for ol’ Joe?

The other finalists are pretty amazing though, including far too many Hello Games real-life chums, so we’re actually suspecting it’s actually all part of some exquisite indie torture device. Here’s the list:

XCOM: Enemy Unknown (2K Games)
Ridiculous Fishing (Vlambeer)
Super Hexagon (Terry Cavanagh)
Deus Ex: The Fall (Square Enix)
Rayman Jungle Run (Ubisoft)
Total War Battles: Shogun (Sega)
Joe Danger Touch (Hello Games)
Year Walk (Simogo)
Punch Quest (Rocketcat)

So many lovely games and people to have to choose between 🙁 Anyway, vote for us!

We’re hoping that the ceremony will be as good as that of 1989 or 2002.

You can see him enjoying it right there.

You can see him enjoying it right there.


Money and talent can't buy you stage presence.

Money and talent can’t buy you stage presence.


Just imagine Sean standing awkwardly behind Phillip Schofield, waiting for the prize and feeling guilty it hadn’t gone to Rocketcat or Terry Cavanagh or Simogo or Vlambeer or… That’s surely worth a vote?

by Ryan
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Hey, did you know that in Joe Danger’s Sandbox and Joe Danger 2’s Movie Maker you can make levels that you can play and share with others?

We designed them to be super-easy to use – just hit a button and you’ll flip between playing and editing, so you can easily playtest as you go along. Actually, we used these very editors to make the levels that ship with both games, so you have the same power as us at your fingertips!

With the PC versions of both games now out on Steam, we thought we’d present a guide to these modes, which works just as well for the console versions, too.

Getting started

Select Sandbox or Movie Maker from the main menu. In JD2 there are special tutorial levels to get you started, but feel free to jump straight into an empty level to learn through playing around! Also in JD2, select an environment and the vehicle Joe will be riding.

Once you’ve done that, you’ll find Joe set up and ready to ride in an empty level. To jump into Edit mode, hit the Y button if you’re using a gamepad or Enter if you’re using mouse/keyboard on a PC!

NB If you’re playing on PC with a gamepad and use A to select the editing mode, you’ll disable mouse/keyboard control. If you’d prefer to use mouse/keyboard, press Enter and you’ll use Sandbox mode that way instead.

Making a level

Once you enter edit mode, you’ll notice the camera move to view the level from the side. If you’re using a mouse/keyboard, you can move around the level by holding the right mouse button and dragging. With gamepad, use left stick.

Sandbox mode! Try riding off a ramp and hitting Edit just as you land - that way you know exactly how far Joe can jump!

Sandbox mode! Try riding off a ramp and hitting Edit just as you land – that way you know exactly how far Joe can jump!

To place an object hit X on gamepad, or click on the spanner icon to bring up the object selection screen. Select with A/mouse button. With gamepad, you can use the left and right triggers and bumpers to orientate many objects so they look the way you want them. Use the right stick to shift between lanes, and click in on the right stick to zoom the view in and out.

With mouse/keyboard, click the icons around the object to adjust its orientation, and use your mouse wheel to switch between lanes.

The key to making a good level is deciding what kind of gameplay you want it to offer!

Want to make a mad dash? Put a Coin Dash object in with some boost pads, and some lane switchers to make players have to dodge and weave their way through the course.

A precision run filled with danger? Use bounce pads to send players flying, and make them land on narrow hovering ledges. Liberally sprinkle with buzzsaws and spikes to bring tears to their eyes.

A hunt for stars? Hide stars under objects and high above, so players have to explore the level fully to win.

Movie Maker

Movie Maker mode! Build up for a dynamic feel to the level, and hide collectibles…

Or you can mix and match! The beauty of JD’s editing modes is that you can build anything you want with a varied selection of tools. Experiment, then play it, tweak and play it again to make sure it’s fun (and finishable).

The game automatically puts an finish line in a little way after the last objects you’ve placed, so you don’t need to worry about making sure that’s there, and if you want you can move the start line back to make more space.

Tips and tricks

‘Soft move’ (left stick + right move / shift + middle mouse) is essential to making a good level and is fantastic for precision placement or decoration.

After making a level a great way to give it an edge is to put some time into decorating it using props such as barrels, cones or buses. This will make your level beautiful or even funny and can help the player know where to go. For example, when placing a lane switch, fill the opposite lane with something like a trapped robot to give a reason why Joe had to swerve!

Use ministars and other collectibles to lead the player through your level. If you want them to boost off of a ramp, lead the player down to a target or if you want them to get a bit too close to that shark tank for comfort, collectibles are the answer.

When selecting props in order to move or delete them, it can sometimes be hard to get the one you want. Use left stick or middle mouse to scroll through objects and grab the one you want more easily.

Take note of how high Joe’s bike can jump, and how far he can jump. Put items just out of reach, unless you’re boosting, to add extra challenge. To start you off, Joe’s double jump is just high enough to get him over a hurdle with a bomb under it.

Use square blocks as platforms to create an extra height plane and add an exciting dimension to levels.

If you run out of space for props in a scene in JD2, don’t forget you can put them into the next scene. The game will automatically stitch them together when you play the level!

Ever play the career and think, “Hmmm, what if that target was on the side of that bus surrounded by spikes…?” Make it so!

Play your level over and over to make it perfect!


One of our favourite JD1 levels has to be Insert Disk 2. It contains loads of cruel ideas for how to make a great challenge – examine it to see how flexible the Joe Danger toolset is!

And one of our favourite JD2 levels has to be Attack of the Cones. Here’s a video (watch from 1:23).


Finally, and most importantly, have fun!

by Ryan
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I know it seems like a long time ago, back when flares and moustaches were in fashion, but I thought it would be worth writing a word or two about our trip to the Game Developers Conference in San Francisco. Covering the whole week would be something of an epic undertaking so I’ll just keep it to a couple of the highlights.

The People

I’m sure I’ve mentioned this several times before, but this is what it’s all about. Seeing people take the controller, play the game and genuinely enjoy themselves. Particularly those who begin with ‘this game isn’t for me’ but who inevitably don’t put the controller down for half an hour, then return later with their friend to play splitscreen. As a programmer in most companies this isn’t something you typically get to see. You work for however long at a desk to create a game, then it magically appears in shops. There’s no point at which you witness total strangers (i.e. not your friends being polite) playing the game you’ve slaved away on for so long, and actually having fun!


This was immeasurably encouraging for us – it confirmed that we were on the right track, that people do enjoy the game and that we aren’t just crazy. These are the people that you don’t get to see – the people you’re making it for, the people that are one day going to appreciate all that effort. Hopefully.

The Award Ceremony

The awards ceremony was fun and it certainly wasn’t what I was expecting. But then having not read anything about the IGF award ceremony itself prior to going I’d been expecting something akin to a school hall with a cardboard box for a stage and a tramp giving out the awards. Turns out the IGF awards were the precursor to the Game Developer Awards so it was all very fancy; suits, massive audience, enormous  screens, free wine. We were way out of our depth and we stuck out like a sore thumb. Except for me. I fitted right in. No I didn’t.

Us with Andy Schatz, creator of Monaco, winner at the Internet

Us with Andy Schatz, creator of Monaco, winner of the Internet

What really terrified us was when Joe Danger was announced and came up on the big screens. That was the moment that I think we were all secretly hoping that we wouldn’t win and have to get up on the huge stage in front of hundreds of people who had absolutely no idea who we were. But everything turned out ok because we didn’t win.

The Crab

Then there was this:





The crab feast. This is like, 600 crabs. Sean had to face off against them in an arena and fight them to the death. How different things could have been.

by Ryan
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