Larry and his Rocket LawnChair

Kickstarter ends in 3 days, claim your glory before it's too late:

Wow, it's been a busy month!  Running a Kickstarter is hella hard work, but it's looking like it all may pay off soon.  There are just 3 DAYS LEFT and it's 87% FUNDED!  That's cutting it close, so I really hope enough new pledges come in to meet the goal.  Kickstarter is an all-or-nothing platform, so if it comes up even $1 short of hitting the goal then everything is refunded and no rewards sent out.  So crazy!

Luckily you guys have been amazing support.  As the deadline nears, tweets and posts have increased, and many backers have even increased their pledges, pushing us closer to that sweet finish line.  These next 3 days are both exciting and nerve-racking.

It's easy to let all the power of this thing go to your head.

I've been hard at work on the 4th character for the game:  meet Dr. Lawrence Walters, also known as "LawnChair Larry!"  He was once a very successful rocket scientist, but one day discovered the wonders of LSD and lost his mind.  Now he's building his own rocket-powered contraption from spare parts so he can compete in the Guts and Glory games and reclaim his former life--or just feed his addiction.  He's not quite sure yet.

Getting the physics and controls to work well for a vehicle like this was a big challenge.  At first, it just wanted to fly all over the place uncontrollably like a balloon losing its air!  (Thought I was playing Goat Simulator for a minute, haha!)  But eventually I found a way to integrate it into the rest of the vehicle physics system and stabilize the controls.  It's so much fun to just fly around on this thing that I probably spent more time than I needed "playtesting" it.

Added a sweet new shader for the rocket flames as well, which really brings them to life.  I'll upgrade the vehicle boosters to something similar as well.

Up, up, and awaaaayyyyy!!

I've also been working on a new map for prototyping, playtesting, and benchmarking changes.  I call it "Map X" and you can see it in the trailer above.  This will be a part of the Beta on Steam, so everyone can rapidly test adjustments made to vehicles on a wide variety of settings.  There are track areas for each class of vehicles, include a large car course with a large loop and jumps, terrain friction testing areas, and more.  I'll continue to expand on this map as needed during development.

I've also done some bug squashing and a little bit of optimization work.  Discovered that having v-sync on by default is a terrible idea as well, so if you have low FPS, try turning that off.  My friend's computer went from 30FPS to 300FPS just by doing that!  Also, in future versions of the game I plan on adding some legit bug reporting and analytics features so I can fine-tune things much more efficiently.

That's it for now!  I'll be setting up an official Steam Store page/Community Hub soon and adding a control customization system.  Once those are done it will be time to start building a level editor!

Thanks again to everyone who has supported the Kickstarter and fingers crossed that we hit that goal before time is up!

“Hello, Neighbor!” (Alpha Steam Key for G&G Backers)

Back Guts & Glory on Kickstarter and get a Steam Alpha Key for this epic game too!

Back Guts & Glory on Kickstarter and get a Steam Alpha Key for this epic game too!

Back Guts and Glory and Get an Alpha Steam Key for Hello Neighbor

Great news!  The brilliant minds behind the innovative game “Hello Neighbor” have agreed to do a sweet cross-promotion deal.  Now, anyone who backs Guts and Glory at the $25 level or higher will also get an Alpha Access Steam Key to this amazing game!

What is Hello Neighbor?

If you haven’t heard of this awesome project already, Hello Neighbor is a Stealth Horror Game about sneaking into your neighbor’s house.  You play against an advanced AI that learns from your every move, so the more you play, the smarter he gets!

What dark secrets is this guy hiding in his basement?

I'm gonna get you!

Developed in Unreal Engine 4 and coming to PC Summer 2017


- Stealth Horror

- Procedural AI

- Pixar-style visuals

- Extremely tense gameplay

I'm so excited for this game and happy to do a cross-promotion with them!  Check it out and help me spread the word about this awesome opportunity to help two great projects at once!

Back Guts and Glory and get your Hello Neighbor Alpha Key too!

(see Kickstarter page for details)

TinyBuild Publisher + PS4 and Xbox One Versions Coming!

Guts and Glory is about to get a whole lot more glorious!

I'm happy to announce that I've partnered up with indie game publisher tinyBuild to bring Guts and Glory to the next level!  Thanks to their marketing muscle and console porting expertise, PS4 and Xbox One gamers will also be able to join the bloody good times!


Guts and Glory will now have a multi-platform launch next year, but you don't have to wait to try it! There's currently an OPEN ALPHA available for FREE on It's only in early development, so there will be lots of improvements and new features to come. Give it a try and let me know what think!

Guts and Glory, coming to PS4 and Xbox One! 

Guts and Glory, coming to PS4 and Xbox One! 

The game will soon go into Private Beta on Steam. This beta will be available only to Kickstarter backers and select partners (i.e. - verified Twitch streamers, etc), so jump in while you have the chance, try new content before anyone else, and help shape the future of this game!

Help me spread the good news, try the Open Alpha, and back this baby on Kickstarter if you like what you see and want to help make Guts and Glory bigger, better and more glorious!

- HakJak


Let's make G&G Bigger, Better, and FASTER!

Let's make G&G Bigger, Better, and FASTER!

Kickstarter begins September 15th!

New, FREE UPDATE will be released before then on!

There will be both FREE and financial ways to support the Kickstarter and add new features to the game, so every visit to the page helps :D

Here is a link to my profile page if you want to Follow me on Kickstarter.  A link to the project will appear there once it's live.

Some of you have been wondering what I've been up to since Guts and Glory got Greenlit. How much progress have I made on development?  How much content will be available when the game launches on Early Access?

Well, unfortunately this month has been slow for development due to one big reason:

My demanding day job :P

I typically work 50+ hours per week, meaning most work on the game only happens on weekends or very late/early in the day.  Lately, this has increased to around 60+ due to a lot of changes!  It's time to make some tough choices....

The time has come for me to take a leap of faith. TO QUIT MY DAY JOB AND WORK ON THE GAME FULL-TIME!!  To make Guts and Glory bigger, better and faster than I ever could part-time!

But to do this I need your help!  

So I'm launching a Kickstarter next month and I hope you will drop by and support it. Even if you cannot afford to back it financially, there will be many "Community Rewards" setup that will help bring new things to the game for FREE!  It's also a great chance to get in on beta testing, nab exclusive content, or even become a character in the game!

So please help spread the word about the upcoming Kickstarter for Guts and Glory, and remember that every share, like, tweet, and donation helps to make the game bigger, better, and faster!

Thank you for your support and I hope this Kickstarter is a ton of fun!

- HakJak


Let nothing stand in your way on the road to glory!

Guts and Glory has been given the Greenlight by Valve!

Time to stomp the gas pedal and race towards an Early Access release in Spring 2017!  My goal is to have a Level Editor, Steam integration, more Maps, a bunch of official Tracks, new Hazards, and some fun new surprises in store for you by then!

I might even drop another freebie on the way  ;)

Again, I want to sincerely thank everyone who has supported this project!  It has been amazing!  In the coming months, when things get harder than reaching that last checkpoint in 'Cannons on Main Street' or your first time down 'Chapel Hill', it will be all that support that will carry me through.

My promise to you is to give this project my best efforts to make it a long-time favorite in your gaming collection.  I will do my best to make it something worthy of your hard-earned dollars, and something you can enjoy over and over again!

More to come!
Be sure to favorite this game and follow me on Twitter/Facebook/etc for the latest info, or sign-up for the newsletter here.  (Note: I will be setting up a new newsletter system in the near future so I can keep up with the growing list.)

Thank you!

- HakJak

#1 on Steam Greenlight in 5 days! What?!

I just can't even... so much love!

I just can't even... so much love!

This week continues to be so surreal... is this real life?  I can't even believe all the love that Guts and Glory has been getting from the gaming and YouTube communities!  Just 3 months ago I nervously began to show people this project I'd been working on for so long in private, and now it's all over YouTube and thousands of people have sent me emails or left comments saying super nice things or words of encouragement.  Doing this project has been so fulfilling already!

Then yesterday morning you guys pushed Guts and Glory all the way to #1 on Steam Greenlight!  WOW!  Such love <3

Here's the Steam Stats from today, Day 6.  See that green line?  That's YOU guys!

I was blown away!  I wanted to share the news immediately, but was waiting because I thought that meant it would be Greenlit today, so I figured I would do it all in one post... but apparently Steam Greenlight doesn't quite work that way, as you can see in an article over here.

Either way, I am extremely thankful for all of the support that Guts and Glory has gotten so far!  It's a massive force of motivation to continue to make this the best game I can!  I can't wait to see what the future holds for this project and the crazy things that you guys will make and do with it.

You guys are the best!  Thank you :)


Pre-Alpha v0.3.2 is Now Available for Download - FREE!



The wait is over!  

The pre-alpha build for Guts and Glory is now available for public download to play, test, and break!  Please understand that this game is in very early development.  This means you should expect bugs, glitches and maybe even crashes.  Additionally, I have not yet figured out the minimum system requirements, so if you are gaming on an older computer, you may have trouble getting it to run.  This is a game with LOTS of physics, so it requires a decent computer and graphics card to handle it.  I will work on optimizing it more as it develops, but for now, please keep these things in mind.


For now, please use the forum at as the main place to report bugs, glitches, etc.  It's helpful to have all the bug reports in just 1 or 2 places.  If you're a fellow Redditor, I will be setting up a Subreddit for this game soon as well!  For general feedback on the game, feel free to post in whatever way you deem most convenient :)


Also, I just launched a real Steam Greenlight page (the first one was just a Steam "Concepts" page).  If you like the game, please stop by and vote.  I need your help to get all of the YES VOTES we can to help get this game on Steam!  Comments and discussions on there will help to drive it higher on Steam's Community board as well, so I appreciate any help you can offer!

Let me know what you think of the game so far in the comments below / on the new Steam page!

Thanks for stopping by and I hope you have a most excellent day!


Like today soon, I hope....

The closed alpha testing for Guts and Glory has been shut down.  I WILL POST A PUBLIC DOWNLOAD LINK LATER TODAY INSTEAD!!!!!!!!  :D

(I'm in Mountain Standard Time, BTW)

This has been an exhilarating week!!  

Guts and Glory went from being an unknown project to going viral in just a few days.  I made a post to Imgur a few days ago looking for a few more pre-alpha testers.  Then someone shared it to Reddit.  I thought I would get maybe 200 volunteers... instead I got 2,000 in the first couple hours after posting!  It quickly grew from there by about 1,000 per day.  Tons of requests came in for people wanting to make YouTube videos as well, which seemed to multiply the madness.  It was growing so fast I couldn't believe it!!  I was like "okay... I can manage this... I got this!"

Then PewDiePie happened.


My email is exploding with more requests than I can probably ever reply to and my newsletter list is filling up crazy fast.  THIS IS NUTS!!

As a result, the alpha testing will no longer be closed.


You no longer have to wait for an invite (YAY!!).  I just need to finish making some improvements to the controls and other bug fixes, setup a better forum, and prepare everything for a whole lot of traffic.  As soon as I'm done with that, I will post the download link so anyone and everyone can check it out!  My goal is to have all that done TODAY!

Thanks for stopping by and I look forward to hearing what everything thinks of the game so far.  Feel free to follow me on Twitter, YouTube or my other social medias (see links at the bottom of the page).

Looking forward to hearing what everything thinks of the game so far in the comments below :D

- HakJak

No Internet! AAAAHHH!!

Hey everyone!  Just want to give you a quick update that I'm traveling this week and have very bad/spotty internet connections until Monday, but invites will still be sent out each day, 500 per day! 

I will catch up with everyone then!  I apologize for the delays. 



So far, so good...

It's only Day 5 of the pre-alpha play-tests, but so far things are working out surprisingly well!  There have been over 500 hundred downloads of the game so far and a minimal number of bugs reported. Most of these are relative small and (fingers crossed) easy to fix. Things such as menu/UI issues, control glitches, or skid marks appearing in mid-air.  But no game-breaking issues, which was my biggest worry.

There have been some pretty funny glitches reported though, such as stretched-out limbs and collider issues.  Not game-breaking, but certainly need fixed. 

Anyone else remember those "Stretch Armstrong" toys? 

Anyone else remember those "Stretch Armstrong" toys? 

When you hit a wood plank at high speed--you and the wood become one.  

When you hit a wood plank at high speed--you and the wood become one.  

The majority of feedback I've received has been very, very positive!! Seems like people are really enjoying the game and having fun, which makes me incredibly happy and relieved. It makes all the hard work rewarding when you know people are having fun :D The suggestions I've received on the forums and email have been very helpful too. Lots of great ideas from awesome people that genuinely want to help make the game better and better. So if you're one of those people, THANK YOU!

There have already been some great YouTube plays of Guts and Glory as well!  Not only is this a nice thing for increasing awareness, but it also helps me improve the game, since I can see what's working and what's not as people play it. One thing I've gathered, for example, is that my Tutorial track is terrible (and harder than the first couple levels.. Oops) and many people don't read the signs at all, so they miss out on key controls.   I've also realized that many tracks are much harder than I thought. When you're the guy making the game, you naturally become a master at it and it makes judging the difficulty much harder!  (Take note, fellow game devs.)  Part of this is due to the controls as well, which need some tightening up. That will be a priority for the next update.  

If you're having a hard time getting through any tracks, you can watch ThatGermanGuy  as he struggles to get through the tutorial. You'll feel better about yourself in no time and have some good laughs. ;) Although I'm sure he'll get the hang of it soon!

I've received some great feedback from TheSparrowsJourney as well. Check out his gaming channel if you get a chance. Very professional and entertaining, with lots of content.

There are many more great YouTubers out there that are enjoying the game and spreading the word. Too many for this post, so I've given them a shout-out on Twitter, and plan on adding a page later just for awesome YouTube goodness!

Unfortunately I'll be traveling on business over this next week for my day job (gotta pay those bills), but when I return I'll be working hard on the next update, which will have several bug fixes, improved bike tracks, the ATV and ATV Tracks! 


Let the Playtesting Begin

I'm happy to announce that the first Pre-Alpha Testing Invites will be sent out this month in groups, starting on July 6th.  If you're interested in participating, please sign-up for my newsletter--testers will be selected randomly from there in groups, to keep things manageable.

I couldn't afford a double-verification email system, so please whitelist my email ( or search your spam folder periodically in case the invite ends up there.  Once you reply to an email it will be whitelisted automatically, or you can do it manually using these simple instructions.

The first time you open the application, I recommend taking a look at the Settings menu and adjusting so everything runs smoothly on your computer.  Things like Screen Resolution and V-Sync can have the biggest impact on performance (besides the standard Quality settings slider bar).  You can also check the "Show FPS" box to help you out.

This first build includes John and Jimmy on their Golden Goose bicycle, and a dozen tracks to play in Happy Valley, so it should give y'all a good taste of things to come!

I'm both nervous and excited to see what this next stage of development holds, and what you all think of the game so far.

Happy playtesting!

Remember this game is in early development, so expect some bumps along the way



Welcome to Happy Valley

The perfect little homes of the residents of Happy Valley

Nestled between grassy hills and tall evergreens lies the small town of Happy Valley, with their perfect houses, perfect people, and perfect little lives.  This is the hometown of John Doh and his young son Jimmy, where they enjoy their days riding bicycles and enjoying the fresh mountain air.  Little do they know, they have also been selected to participate in the Guts and Glory Games, which can start without a moments notice!

Happy Valley will be just one of the "official" Maps in G&G, and will most likely be part of the first alpha test builds.  The other Maps will focus around the themes of other characters or just interesting settings in general.  Of course, once I get a Level Editor built, everyone can create all of the Maps and Tracks they want, or just build Tracks on these pre-built Maps.

I've also built several Tracks for the bicycle.  These range from very easy to kinda hard... at least I think so.  It's difficult to judge how difficult things really are when I build them myself, and I would like to add some more levels that really take things to the extreme, for those that love a really good challenge.  Oh, and I also added a short and fun tutorial track to teach the basics.

Down the road, I plan on adding the ability to add parked cars, destructible props and, of course, some NPCs.  These won't be part of the Map though... just things that can be added to any level.

Little do they know, this perfect little town will soon become an obstacle course of death

As I've been building these Tracks, I've come to the realization that this is less of a "racing game" and more of a "obstacle course of death" game, with vehicles.  Having that mindset has really helped in how I design the courses... err tracks... or levels, or whatever you want to call them.  Building the tracks has been one of the funnest parts of development ("funnest" is a word now, right?) I have lots of ideas I want to test out, but I really need to stop messing around with levels and finish the rest of the things on my to-do list so I can get this out to playtesters.

I also finished the waypoints system, complete with HUD, which makes building any type of track possible and easy.  It also allows me to design levels that require players to directly through the most dangerous parts, if I'm feeling devious.  Also added the ability to respawn quickly at designated checkpoints, so you don't have to start over from the very beginning of long or challenging courses.

Building these levels has been a great learning experience and also gave me a chance to make further improvements to the bicycle's control and handling.  Since everything is physics-based, there are a lot nuances to the vehicles.  Landing angles, speed, and the physics of the terrain can all affect how smoothly you land from a long jump, or if you just crash and burn.  Overall I'm feeling very satisfied with how it's turning out and can't wait to see what people think.

Next up, I'll be working on the less interesting parts like menus, more controller support and local leaderboard.  Once those are done, early alpha builds can be sent out!

New Hazards and Special Items

I recently finished adding a few more Hazards to the game, including Wrecking Balls and a few more that I will leave for you to discover when you play the game (I don't want to be a spoiler for my own game)!  

The Turbo Boosters are now fully functional and come in three speeds: from a gentle push to a mega boost.  They can also be stacked for greater speeds (I got up to over 250mph on the bike before crashed horrifically).  Captured a few good crashes for you to enjoy here.

But most of all, I'm excited about the new MEGA FANS!  These should create some interesting gameplay opportunities.  One side can push you up to high places (or off ledges), while the other side is hazardous to your health!  These could be used to save a player from high falls, or just to create really tricky "platformer" style levels.  They can also be attached to moving stuff to make things even more difficult, and basically push anything moveable in their range.  I'm thinking of putting a couple onto a windmill, like I do with the saws, or just making some turn in place.  These are my favorite new item, if you can't tell :D

I'm really excited because the last video has about 17,000 views in just a week!  I'm blown away by the interest people have had in this project so far.  It makes me super excited to keep working hard at it so I can get it out there.  Lots of early mornings and late nights have gone into this, but hearing good things people have to say makes it worth it.

Next thing on my to-do list is to build the first Map and Tracks, and finish making a few more audio improvements.

Please let me know what you think in the comments below, and feel free to share these videos to help spread the word about my first game and help it to be a success.

If you want more frequent updates, please follow on Twitter, since it's the easiest way for me to post the latest developments.

Thanks for stopping by!  

Crash Testing the Family Car

Things are progressing nicely on Guts and Glory.  After putting in some late nights, I've finally finished the third playable vehicle/character for the game: The Yang Family and their Mezooki 600 Series Convertible!  This car is super fun to drive, and even more fun to wreck!  The body is damage-able and loses parts on impact.  You can even jam tires or knock them off completely, or pop them on spikes and other sharp objects. I spent quite a bit of time watching dozens of crash videos while making this to get everything to feel just right--and then I tested he hell out of it in-game!

Below is a montage of crash tests and some general driving and handling.  I'm pretty happy with how it's looking so far, and will continue to make improvements as the project continues.  Let me know what you think in the comments below!

Given the feedback I've received so far, there will also be an option to turn the kids on/off, for those who prefer it. 

Additionally, I've made some fixes to the bike control and significantly improved the suspension and handling of the ATV.  It now handles off road and hilly stuff a lot better.  All of the characters now have voices and I added more sound effects in general too.

Please help me spread the word about this project. I'm a solo game developer, so I can use all the help I can get!

For more info check out

Earl the Redneck vs Cannon Turrets

Earl done lost his head again

Watching Guts and Glory get a ton of views and feedback on Steam Concepts gave me a ton of motivation to work really hard this week.  I just finished Earl the redneck and his ATV, and also added Cannon Turrets to the game which are really awesome (and a little bit scary).  I threw them together in a short mock desert track and posted a new video to YouTube to showcase more of the potential for this game.

I've been so busy developing that I haven't been able to spend anymore time marketing, so Steam traffic (new, unique visitors) has slowed down to just a steady trickle.  Going forward, it looks like I'll need to dedicate at least 15-25% of my time towards marketing in order to continue building a large enough fanbase.  Learning as I go....

I still haven't posted anything to other major hubs yet, like Indie DB or Reddit, so I'll probably pitch a tent in those camps soon and start making friends :)

Guts and Glory is BLOWIN' UP!

BOOM!  Landmines are now functional.  Not perfect... but functional.

Well, a LOT can change in just a week.  In only its first 7 days, Guts and Glory has climbed to the #77 rank on Steam Greenlight (out of 2,344 other titles on there at the time)!  And it's only in the very early development stages.  Whaaaaaat?!  Lucky 7's baby!



I went from being incredibly anxious about the announcement a week ago to incredibly excited!  All of this has been from just word-of-mouth though, so I thank all of you who have helped/will help spread the word!  I hope people continue to tell their friends about it and help get more people to follow the project on Steam and on this blog, or social media.  

NEXT UP: I think I'm going to put together a checklist/development roadmap and post it on Steam.   I keep getting questions about when stuff will be done, when a playable build will be out, etc. so that should help answer some questions and also give everyone a good idea of what's to come, and show progress updates.

Keep checking on this blog and Twitter for the most frequent updates though!  I'll try to reserve the Steam Announcements for relatively big stuff so I don't spam anyone's accounts.

I can't wait to see what the future holds for this game project!

2 new Vehicles/Characters in Development

Earl and his ATV, and the Yang Family in their Mezooki 700 Series convertible

Although I hinted at this with a dimmly-lit image during the announcement, I decided to go ahead and reveal the other 2 characters/vehicles that are currently in development.  I'd like to introduce you to Earl and his ATV (inspired by some fellow Idaho residents) and the Yang Family in their poorly built "premium" car, the Mezooki 700.

This rounds out the starting selection with 3 sizes of vehicles (small, medium, and large) with a variety of speeds and handling so I can try out all kinds of scenarios.  The hardest part is probably going to be adapting the various hazards and special items in the game so that they are just as dangerous to these new characters as they are to the bike.  These are still in very early phases of development, but I will post a video with them in it when the time is right.

On a side note, we've reached a consensus on the Steam Concepts page that the main dad/son character shown in the video is too similar to another game and will be replaced this week.  Visit the page on Steam if you would like to help decide what the replacement should be!


Now on Steam Concepts!

Wooooooo!  Exciting moment!

I took the next step in getting Guts and Glory out there by posting it to Steam's Concepts pages.  This is similar to Steam Greenlight, but just for projects that are in early development. It's used for getting potential player feedback, building an audience, etc.

Please take a moment to check it out, vote, and let me know what you think!

So it begins...

John (dad) and Jimmy (son), readying themselves for challenges ahead

Yesterday I finally overcame my fears and announced my first video game project to the world!  I’ve been working on this game in my spare time for over a year now, and have been nervous to reveal it publicly.  “What if people think it’s stupid?  What if nobody is interested?  What if I spent all this time and hard work for nothing!?”  But of course I realize I’ll never have the answers to these questions if I don’t just do it.  So here it is, ready for the world to love and/or hate it!

I’ll be spending most of my time over the next week just trying to spread the word and get as many people to check this project out as I possibly can.  I really want to know what people think so I know what direction to take this, what changes need to be made, if I should go drown myself in a puddle....

My next big goal is to finish the core mechanics and build a small standalone demo.  To do this, I’ll need to finish the 2nd and 3rd Vehicles (so I have medium and large sized vehicles to test), tweak all the Hazards and Special Items so they interact correctly with these new, heavier and faster vehicles, and put together some basic menus and other small stuff.  I’ll also need to build some real tracks.  After that I can start doing some small, closed beta tests to make sure everything works correctly on different machines.

As work progresses, I’ll be sure to keep everyone updated at least once a month, but probably more.  I’ll post here first, and of course duplicate it out on other social media platforms so you can follow along via the platform of your choice.

I have 2 main reasons for blogging about this.  1.) To keep anyone interested in it informed on the progress of the game and give them ways to provide input on how to improve it, and 2.) To (hopefully) encourage others to pursue their dreams as well.  This has been a dream of mine for a very long time, and I want to encourage others to not wait as long as I did to just go for it.

Please let me know what you think in the comments below!