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Tales from Tyto: Himalayas

Tales from Tyto: Himalayas


We’re always excited to see what the community is able to do with the content we make, and the Himalayas expansion allowed us to see even more of it! In our previous Tales from Tyto post, we had featured some funny stories and videos, and now that the Himalayas expansion has been out for a few days, we wanted to show off some more of your creations! Here are a few of them:
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Himalayas Expansion for Tyto Ecology Launches!

Himalayas Expansion for Tyto Ecology Launches!


We are beyond excited to announce that our first expansion pack for Tyto Ecology is now available on Steam for Mac and PC! The environment that is featured in the expansion is based on the Himalayas mountain range in South Asia. We were inspired to add the Himalayas as the next biodome because of the courageous fight against illegal animal trade in the region. Many animals in the mountains, big and small, are harmed every year, and we want to help raise awareness. As such, we’ve decided to donate $1 for each expansion sold to the World Wildlife Fund in honor of the UN’s World Environment Day!

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Tyto Ecology Update 1.6 for Steam!

Tales from Tyto

Tyto Ecology Steam and an EDU Version Now Available!


[UPDATE: Tyto Ecology is no longer available on iPads, and is only available on PC/Mac via Steam.  Unfortunately, we didn’t have enough visibility on iPad to have sales to continue to support that platform.]
Due to user request, we have released two new versions of Tyto Ecology! Our first game was released in January on the iPad, and now we have come out with a version for Steam, as well as an all-inclusive EDU version for the iPad.

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Steam Greenlight: The First 48 Hours

Steam Greenlight: The First 48 Hours


Not very long ago, our team explored the idea of bringing our iPad game to the PC/Mac platforms following the mobile release. The benefits were obvious: larger audience, largest distribution platform, and low costs to make the move. The problems were also obvious: the game was built for iPad and may not port well, the time investment is time that could be spent polishing the mobile version, and no one on the team had experience with the Greenlight process Steam uses to curate projects for eventual release through the Steam client.

I wanted to take a moment to share the last 48 hours with you to help you relive the rollercoaster our team rode (and continues to ride), and share some of the lessons we’ve already learned.

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