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Monsters Games LLC

passionately imagining new worlds


History

Game development in Greece is non-existent but our dream and passion of making games could not be subdued. We quit our jobs and decided to chase this dream by founding Monsters*. We are driven by our absolute love and belief in the medium. And we have great plans for the future!

*Fan Fact: Monsters was a placeholder name! It was supposed to change after the team was put together but we dove straight into gamemaking and forgot about our business identity. Over time we got used to it, so the name still stands!

Projects


Hybris press kit

an exploration puzzle thriller about solitude


Story

Lately the nights seem a bit darker than usual. They conceal a threat... always feeling watched. Always feeling in danger.

You are Kevin, a teenager growing up in the outskirts of the Grove. You are living a solitary and difficult life - you have felt alone for as long as you can remember. One night, to escape your parents' fight you run off to your favorite spot up the hill. The only place where you can find serenity. When you witness a light filling up the sky you just know it; your world will never be the same again.

Gameplay

To survive in Hybris you have to analyze your environment, use your senses and overcome various obstacles, including your fear.

Gameplay is strongly tied with the narrative, an exercise in telling a complex story without dialogues. Animation, camera and music will be your narrators in this game.

Logo [ download zip ]

Development Start

Hybris was born out of a very atmospheric concept art. It communicated a sense of loneliness, isolation and danger in a very compelling way. We decided to create a game that would encapsulate those feelings and the best way to achieve this seemed to be a puzzle platform game. It would give the time to soak the atmosphere and force you to analyze your environment.

The game has evolved a lot since then. In fact it started as a 2d game but after a couple of months we decided to go the 3d route to gain camera freedom. Over time Hybris became darker, the story got rewritten, the central mechanics were changed. It now feels a different product. But those keywords, isolation solitude and danger are still the heart of Hybris, dictating our every decision.

Latest Development Blog Posts

11/05/14 An Update on Hybris
08/09/13 Hybris in first half of 2014

Screenshots [ download zip ]

Hybris Credits

Agelos Apostolopoulos Modeller
Alex Maniotis Animator, Game Designer
Austin Wintory Music Composer
Elias Koumoundouros Programmer
John Koumoundouros Project Lead, Game Designer
Christopher Stratos Concept Artist
Panagiotis Sainis Programmer


Apocalypse Cow Press Kit

a cinematic arcade platformer; like Pixar directed by Tarantino


Story

CandyWorld. Once a digital world of happiness and unicorns is now a violent, thug infested hell-hole. In this changed and dangerous setting a troubled little girl (that should really get on Prozac), embarks on a journey to find her friend's giant robot. But the thugs that roam this world are nothing compared to the demons of her past, as she discovers the true meaning of friendship and family.

Gameplay

Part comedy part chaos, heavy on explosions, adorable gore and meta humor. The action is frantic, constant and explosive. Every battle is a carefully planned puzzle on how to approach it. Gots the skills? Dive in head first and kill, maim and slaughter. Are you a more... seasoned player with a serious case of finger arthritis? Try using the environment in your advantage - push objects, blow up barrels and spring off traps that can help cut down the enemy numbers. The game is hardcore. It is difficult. But it is also non-penalizing. Perseverance wins!

The heart of the gameplay is the ability. Hold down a tiny little button (depending on keyboard sizes) to freeze time around you. Use that to cut down enemies before they can blink, overcome superior numbers, explode walls and jump on the debris before they hit the ground, or simply walk through an explosion like a total badass!

It requires sharper platforming than your usual action games and certainly more combat than your usual platformers. So we think of it as a jump and gun platformer. Or as we usually explain it, Super Mario with a weapon, on crack.

We understand that once you play this game you will be rendered speechless so here are a few adjectives you could use:

  • Amazing
  • Magnificent
  • Superb
  • Towering
  • Opulent
  • Sublime
  • Sumptuous (yes we are working with a thesaurus now)

Logo [ download zip ]

Latest Development Blog Posts

06/13/16 Guests at TV Show USERS
09/30/15 We won Strasbourg Festival!
09/11/15 Strasbourg Festival Official Selection

Screenshots [ download zip ]

the Story Behind the Development

You should understand this: we really wanted to form a game development studio but knew little about game development. We started working on Hybris, a then sidescrolling puzzle game (now turned into a 3rd person exploration puzzle game, it has gone a long way). Anyhow, while making all the mistakes there were to make, we started a pet project to retain our sanity. We wrote "Super Mario with a Weapon, on Crack" on a wall and started working.

And this brings us here and now. We wanted to make something silly, funny, exciting, hardcore and relaxing at the same time. It was never supposed to be a commercial project. But hey, look at that! We had so much fun making it... Say hello to Apocalypse Cow.

Apocalypse Cow Credits

Voice Actors

Rachel Staman as Penny
Jennifer Tiles as Kevin Spike Spencer as Ronald, Eustace & more
Jon Armond as Wyatt, Bob & more
Lindsay Sheppard as Jill, C0w & more
and Jenn Henry as the Seer


Current People in Production

Alex Maniotis Animator, Level Designer, High Five of Awesome
Elias Koumoundouros Programmer
John Koumoundouros Project Lead, Programmer, Writer
Nauris Krauze Illustrator
Matt Perott Sound Designer
Russell Thornton Composer
Michael Georgoulopoulos Programmer
George Dionysopoulos Animator