• 21Sep

    We’re Hiring! 3D Character Artist

    Written by //News//Comments Off on We’re Hiring! 3D Character Artist

    We’re looking for a Character Artist who can create vibrant and clean character assets for a 3rd person, non-violent MMO. You’ll be responsible for creating models and materials for player characters, their clothing, wildlife, and creatures for a pro-social, stylized, multiplayer game.

    Responsibilities:

    • Authoring character models for customizable avatars, clothing, NPCs, and creatures both mundane and imaginative
    • Collaborating with Art Direction to work on cel-shaded, non-PBR assets.
    • Implementing your asset into UE4.
    • Working with Art Lead to help identify necessary workflow and pipeline improvements.
    • Working with Animators and developers on a relatively small team (for an MMO) to make sure that content is optimized for performance on multiple platforms.
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  • 20Apr

    We’re hiring! Shader Technical Artist

    Written by //News//Comments Off on We’re hiring! Shader Technical Artist

    We’re looking for a highly skilled Unreal Shader Technical Artist that can bridge the gap between Art and Engineering. This is a key role in developing the unique artistic style of our game. Extensive knowledge of shading, lighting, rendering, and post processing is required, as well as a strong understanding of the 3D-graphics pipeline and a keen eye for aesthetics and best art practices.

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  • 02Feb


    Spry Fox is looking for a 3D Art Lead to help us work on a new, original game — a stylized, joyful and non-violent MMO project!

    Our 3d Art Lead will be a key role, bridging the gap between Engineering, Design and Art. We are looking for a talented, multi-disciplinary 3d artist who loves to dive into the organizational and technical side of things, and strives to find systemic and scalable solutions to keep the team moving. You will establish and maintain our art pipelines and processes while helping drive key visuals in the game. You will need to be very comfortable with all the technical and creative aspects of art production.

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  • 04Aug

    If you’ve ever wondered who Spry Fox is, why we do what we do, and what inspired us to make Steambirds Alliance, there is a delightful (short) documentary video you can now watch on that very subject. 🙂

    By the way, if you like this video, the wonderful person who made it – Russ Pitts – is doing a Kickstarter to fund more videos of this sort! Please consider supporting Russ, he’s a real treasure.

  • 11May

    We’re very pleased to announce the worldwide launch of Bushido Bear, our new action game for iPhones & iPads and Android devices! Don’t be fooled by its adorable appearance… Bushido Bear is a very challenging arcade game that will take many hours of play to master. 🙂

    In Bushido Bear, you play as the guardian of a forest that is being invaded by evil creatures, spirits and demons. You can collect additional guardians, each of whom has unique characteristics and abilities.

    For example, Lone Cub is a tiny bear who easily dodges enemies but is slower than normal; he rains arrows down on his enemies when he makes a combo. Neo Bear is larger, speedier, and capable of slowing down time as he plans his maneuvers. And Chef Bear… well, let’s just say that he enjoys making sushi.

    Bushido-Bear-Wallpaper-Swamp-smaller

    We could say more, but we’d rather you just played the game!! We really hope you like it.

    <3

    The Spry Foxes

  • 15Sep

    Hi folks! We’re pleased to announce the first major FREE update to Road Not Taken! Today’s Steam update includes:

    • New “just for fun” Timed Mode: try to rescue all the kids within four minutes! You lose time whenever you take damage, and you add time to the clock whenever you eat food and rescue children. Timed Mode has no impact on your career, so it’s a great way to enjoy Road Not Taken for a few minutes with limited stress. 🙂
    • New creatures: the Forest Kraken and the Golem (and for those who haven’t yet noticed it in our previous micro-update, the Ninja Bear!) These guys add a little spice to the early years of your career!
    • “Easier” mode and hard mode: In our previous micro-update, we split the game into two modes, Normal and Hard. “Hard” is basically our original gameplay mode with a few tweaks; “Normal” is more generous with energy and had less crowded rooms, among other changes. Checkpoints are also less punishing to use now. We’ve done more work in this update and now consider these features “complete!” This should make the game much more accessible to new users.
    • Mod support!: Now you can edit everything about the game, including the properties of objects and levels, make your own hand-crafted puzzle rooms and more, and share your work with your friends! Running a mod will prevent your game from uploading scores to the leaderboards (to keep them pure/fair.) Also, please note that using mods is something you do at your own risk! We’re a very small studio and can’t be expected to prevent or to fix every issue that could arise in the zillions of possible mods that can be created. We’re excited to see those zillions of possibilities emerge though. 🙂 Detailed instructions on how to use and create mods can be found here.

    These changes (except mod support, sorry!) are coming to the PS4 for free as well as soon as they clear QA and certification! It’ll be a few weeks, but it’s definitely coming. 🙂

  • 25Aug

    Hey folks – I’m pleased to reveal the teaser trailer for Free-Range Dragons, an original action game that we’ve had a small team quietly prototyping for the past year while we were putting the finishing touches on Road Not Taken. 🙂

    Free-Range Dragons is all about the joy of movement. We’ve spent a ton of time experimenting with and refining the mechanics of flight in this game, as well as the mechanics of chasing and being chased by wild dragons. Your dragon can loft itself into the air slowly, or use the terrain to send itself rocketing. You have a flaming dash maneuver that can be used as both an attack and a tool for altering your trajectory. We’re still experimenting with a variety of additional attacks and powerups, like fireballs, flame breath, lassoing, and more.

    If you’d like to stay up to date on the ongoing development of Free-Range Dragons, just keep your eye on this blog, follow us on Twitter @spryfox, or sign up for our email newsletter!

    And if you’re attending PAX Prime in a few days, stop by our booth and check out Free-Range Dragons in person! 🙂 We’re booth #135.

  • 05Aug

    Hey everyone,

    I’ve got a whole lot to say today, but first and foremost: Road Not Taken is available for download today!! You can get it worldwide on Steam (PC & Mac) and in North America on the PS4. And hey, we’ve put together a snazzy launch trailer to whet your appetites:

    To celebrate the launch of Road Not Taken, we’re offering a limited-time 20% launch sale on Steam, where players can pick up the game for just $11.99! We’re also thrilled to be partnering with Sony, allowing PlayStation+ subscribers to get Road Not Taken absolutely free during the month of August. (For PS4 fans who live outside North America: the European PS4 launch is tomorrow, the Asian launch is the 7th, and the Japanese launch is the 20th, as per the PS+ release calendar.)

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  • 25Jun

    Hi folks! We’re thrilled to announce the official release date of Road Not Taken! It’ll be coming to Steam (PC & Mac) and the Playstation 4 on August 5th, 2014 — just a little more than a month from today! And to celebrate this announcement, we’ve put together a new trailer! This one is a bit, er, unusual. You might need to have lived through the late 80s or 90s to really get it. 😉

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  • 07Apr

    We’ve hit a snag while adding sound effects to the creatures in Road Not Taken. The problem is, we’ve got no idea what this critter should say:

    RNT_Fox_Contest_Anim

    So… we’re holding a contest!

    Help us out by creating a sound effect that you think would sound good when the player bumps into this fox. If your sound effect is chosen as the winner, we’ll put it in the game, put your name in the game’s credits page, and give you a free copy of Road Not Taken, too. 🙂

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  • 02Apr

    Lately, we’ve been doing a ton of playtesting of Road Not Taken, particularly with fellow game developers. (If you’re ever looking for brutally honest feedback, other game developers are a good place to start.) In general, the feedback has been pretty positive: people love the game’s basic mechanics, art and audio. But one big issue repeatedly crept up in many of our playtests: people weren’t sensing the depth of the game and weren’t feeling a strong sense of progression. This blog post is all about how we’ve been fixing that. 🙂

    I like to think of Road Not Taken as an iceberg floating in the ocean: a tiny percentage of the total game is visible above the surface when you first start playing, while the vast majority of the game lies unseen, waiting to be discovered. A large part of that depth comes from all the unusual creatures and objects you can encounter as you explore the enchanted forests of the game. Another large part comes from all the secret tools and boosts you can create if you know what you’re doing. (For example, if you combine the right number of red and white spirits lurking in the forest, you can create a useful magic axe.)

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  • 14Mar

    In previous blog posts, we’ve talked about the procedural system we use to create the enchanted forests that serve as your proving ground in Road Not Taken. That system is what makes Road Not Taken a fun game to play repeatedly, and as with any good roguelike you’ll need to play RNT many times before you’ve stumbled upon every interesting object and creature lurking in the forest.

    RNT_Blog_Terrain_1

    But a purely random system, even a very rich one, can start to feel repetitive over time. Every snowflake might be unique, but after you’ve looked at a thousand snowflakes it’s easy to stop appreciating them! Our roguelike developer ancestors have invented a few solutions to this problem, one of which is to change the look and feel of the environment to signal when something new/important/dangerous is happening. Sewers transition into dungeons, dungeons become underground caverns, etc. And in Road Not Taken, peaceful glades might lead to blizzard-ravaged woods, haunted glades and dangerous ice caverns! The changing terrain is both a marker of your progress as well as a warning of new challenges to come.

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  • 25Feb

    RNT_Blog_MapGen_Title

    As we’ve mentioned in previous blog posts, Road Not Taken has procedurally-generated levels. You get a completely new experience every time you venture into the forest. When designing a game like Bioshock or God of War, a designer must hand-select the placement of every corridor, every object, and every enemy in the game. With Road Not Taken, we’re not hand-selecting anything. We spend our time creating interesting objects and enemies and then carefully defining the probabilities of when and where you will encounter them.

    The process reminds me of Duchamp’s painting ‘Nude descending a Staircase, No. 2’. For thousands of years, humanity painted a single instant, captured in time. Duchamp, inspired by advances in motion pictures, decided to paint all the possible states of a woman walking down the stairs in a single painting. To me, designing a roguelike is a little bit like that. Instead defining a single level, we use algorithms to define all possible levels at once.

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