tinyBuild releases
undungeon on PC
and Xbox One
with the co-development support  
from pingle studio

Case study
the challenge

Optimize UI, key mechanics, game balance, and quest logic in a highly variative pixel-art RPG

the challenge
the result
the result

Undungeon is polished and released on an announced date on PC and Xbox

commercial reception

TBA

Alex Nichiporchik - CEO at tinyBuild

We often require help with projects “on fire”.
Pingle has always been flexible enough to accommodate our needs. They’ve not been scared by challenging projects.
We were able to ship multiple projects on tight deadlines with the challenging tech behind them. Pingle were able to deliver on time.

01.

adaptive in delivering
Unity games

02.

agile in delivery
of a launch-ready game
with a short turnaround

03.

vision grounded in
14+ years of
experience with
unreal engine

the pingle advantage

tinyBuild smoothly launched
Undungeon on Steam
and Microsoft Store
on time

learn about co-development with us

learn more

here are some solutions we’re
especially proud of

Pingle Studio involved  2 game designers, 3 programmers, 5 QA specialists, and a project manager to bring Undungeon to Steam and Microsoft Store within 6 months. Here are some challenges we were honored to complete:

challenge

No tools for game logic and balance  configuration export in the original game

solution

01. Create a toolset for exporting game balance

02. Actualize the game data in the sheets

03. Create the sheets with automated balance calculating

04. Specify all the necessary connections and formulas for balance calculation

05. Playtesting and documenting the implemented functionality for further use by other developers

challenge

The necessity to establish a unified approach for documenting the game.

solution

01. Establish communication with Laughing Machine —  the original developer of the game

02. Synchronize the tasks flow and process of creating the new documentation

challenge

Different kinds of gameplay implementation for two game worlds (custom node tools for the 1st world made by Laughing Machine vs Lua scripting for the 2nd world by Pingle Studio)

solution

01. Analyze all the objects with particular descriptions (friend, enemy, interior element, healing potion, etc)

02. Define and list these descriptions

03. Create code solution to unify different types of implementation

challenge

Lack of classes in auto-target feature: enemies, destructive items, environment elements, allies, and other elements are treated the same

solution

Create objects analyzer that recognizes objects as targets and prioritizes them by importance for attack 

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