Second Wind

Yikes, it’s been a while! Keeping up with development on Pinbrawl has been tricky, let alone trying to keep this blog updated. Where to start? On December 29th, my wife and I welcomed our son Ezra into the world, and things have not been the same around the Pfitzer household. Needless to say, I did not do a lot of work on Pinbrawl for the first couple months of this year.

However, once the craziness started subsiding a bit and I got better at being a dad, I had some serious doubts about Pinbrawl and whether or not it was worth continuing to develop. I thought about how niche of a market local multiplayer is, and the fact that it’s taking longer to finish than I’d imagined, and just had a lot of negative energy toward the project in general. Despite my best efforts, I felt like it wasn’t fun to play anymore and I couldn’t figure out why. I even told a couple developer friends at GlitchCon that I just wanted to sell what we had for like $5 on and be done with the project.

However, a week or two later, I suddenly got the urge to just wipe the slate clean by making a new level. I had been staring at the same grassy stage for the entirety of Pinbrawl’s development, and was ready for a change of scenery. This was exactly the kind of “pick-me-up” the project needed. I had a blast producing this stage, experimenting with new visual effects (sparks, flame, breeze lines) and improving my 3D modeling and texturing skills.

After a little physics balancing and playtesting, Pinbrawl officially has a new Airship stage, with more to follow soon. Things are back on track again, and we’re hoping for a full release on Steam this holiday season.

We are aiming to show off the new and vastly improved Pinbrawl in August at 2017’s 2D Con, aiming to have:

  • 4 stages
  • 4 new characters
  • Working stage select
  • Gameplay tutorial
  • Game options (life count, sudden death, etc.)

Additionally, we will be launching an official Early Access on’s Refinery sometime shortly after.

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