New video, new images, revamped first post!

Time to a revamp with all the new information, the new trailer, the new screenshots and so on! We are a small wannabe indie developer studio based in Turin, Italy. And we are called… MixedBag!

Anyway, we are developing an iOS action adventure game, directly aimed at the avid gamers crowd, with a nostalgic and essential graphic style and a unique control system. The game is running at 60fps on iPad 1+ and iPhone 4+/iPod touch, and at 30fps on the iPhone 3GS. We are aiming for constant 60 frames per second because, for a game, it’s really worth it. Night and day difference, really, I swear!

Of course we are using Unity for the project, and some awesome extension from the assets store: Ragespline, Ragetools and Poolmanager.

New -revamped- website:

First teaser trailer (woo-hooo!):

And some new screenshots from the latest version!

And if you like it:

– follow the project on Twitter:

– and on Facebook:

Thank you!


Past and present…

Written by Mauro “Skyrise” Fanelli. Posted in forma.8

Hi everyone, and thanks for following the forma.8 website. With the definitive version of the site online, we’ll share a lot more information about the game and the development progress.

We started working on forma.8 first as a very early prototype and technical demo in june 2011, and then as a full indie project from october 2011: so a lot of time passed, and a lot of things changed. Just to have a quick recap, we decided to show the progress on the game, comparing some early screenshots from our E3 2012 build to the current version of the game. You’ll see how the design changed: the look is now different, some special effects changed a lot, the overall visual impact became more streamlined. We decided to use less colour gradients for a more simple and essential look, to add a lot more details to the background graphics, and to tone down the ‘acid’ colour look, using a more coherent palette.

Take this screenshot, from the final version:

Same area, from the E3 2012 demo:

Or… last version:

2012 E3 demo version:

So, yes, there was some very big progress on the game from a visual standpoint: we kept the starting look we wanted to achieve, but we iterated a lot, changing constantly. Hope you love the new look, we think it’s a massive improvement from the early version of the game.

We’ll love to hear some feedback from you about the game, just contact us!

On Twitter:
On Facebook:
Or email:

And if you are a journalist and want to try the game, we can send our demo build: just contact us!


About forma.8

Written by Mauro “Skyrise” Fanelli. Posted in Static

forma.8 is an action adventure game for iOS, directly aimed at the avid gamers crowd, with a nostalgic and essential graphic style and a unique control system. Our goal is to provide an ‘hardcore game’ on a mainly casual games platform, and to achieve this we know that we need to meet some requisite like:

  • a responsive, precise and lighting fast control system. And without your fingers all over the touchscreen.
  • 60fps, constant.
  • an expansive world to explore
  • puzzles!
  • an intriguing and mysterious story
  • lots of enemies
  • lots of BIG nemies
  • some more B I G G E R enemies
  • …and all the incremental power-ups you need to take care of them and to avoid all the nasty stuff you’ll face on the remote, alien planet

So, think about the classic Metroidvania game. But for mobile. Oh… and you fly. 🙂

What’s the story about?

We don’t want to spill too much detail about the story for now. Let’s say that you are a little exploration probe, called forma.8, that is on a life-or-dead mission on a remote and foreign planet.

What engine are you using?

The game is developed using the Unity engine, with the help of some awesome extensions: RageSpline, RageTools, PoolManager 2.

When does the game come out?

Initially we aimed for a winter 2012 release but maybe we were a bit too optimistic. For now the relase date is TDB, but we hope the game will be ready for mid-2013.

Will it be an iOS only game?

We’re focusing all our strenght on the iPad and iPhone release first. The game was developed for touch screen control in mind and we don’t have the resources to focus on more platform for now. We’ll consider other possible platform at a later date.