Dev Blog #8 - Welcoming 2019 with Plexnet!

Another few months, another blog update! 
Hey everyone, we’re back again after another quiet spell. We’ve dropped small bits of news in our Discord recently but we didn’t want to leave all our non-Discord-using friends in the dark so a proper update was in order. Our last blog covered our progress in the backend, and that continues today with a brand new development we’d like to introduce to you: Plexnet! More on that below, along with a sample of something else we’ve been working on...

Before we jump in though, we wanted to thank you guys for your patience with this project and reiterate some of the reasons for the slow progress lately (especially for those of you who haven’t checked in for a while). As much as we’d love to be working on Super Plexis full time — and practically-speaking we did up until the first iOS release — this past year we’ve had to devote a lot of time and energy to work in our personal lives, partly for our own finances but also to secure resources for Super Plexis now that we’re no longer depending on 3rd parties for servers and account systems (meaning those costs will be our responsibility now). We want to create a stable environment so we can test the game and it’s online features with an active community without having to worry about developing a “monetization” model prematurely to cover costs. So while it’s been slow lately, know that we’re in it for the long run and have big plans for this year!

What is Plexnet?

PlexNet is an open-source TCP/UDP netcode library for cross-platform games (written in Java). We’ve created this library as a way to decentralize some of the development that takes place in Super Plexis and our future online games, and also as a contribution to the game development community. While we cannot yet justify open sourcing our REST server API (think matchmaking servers, account servers, etc), we figure this is one way we can give back and open the door for contribution. PlexNet is open-source, meaning that anyone will be able to use this library in their game, completely free of charge. Online play in the upcoming cross-platform versions of Super Plexis will be powered by PlexNet, so this library is also one (of many) ways for potential contributors or team candidates to step into the game (pun intended).

Before we accept any pull requests, we are ensuring the stability of an alpha version of PlexNet for the use case of Super Plexis. Right now we are adding just a few more important features to the library, tying up a few loose ends, and maximizing code coverage for an early alpha version. In the coming weeks, we expect to announce that the library is alpha-ready and start accepting pull requests. We will also demo its use case for Super Plexis to show how one might use PlexNet for their own game, or how one might contribute to development.

Features to expect in the alpha release of PlexNet (this list is not exhaustive):

  • Stable client-server connections over TCP and (optionally) UDP

  • Simplified error handling across all ends of the netcode spectrum

  • Customizable client-server sessions (think “game modes” or “game types”) via factory model

  • Optional packet transit types that act as a gradient between TCP and UDP to allow for customizable speeds, reliability, ordering, etc.

  • Lag simulation constraints for testing

  • Logging

  • Customizable client-server functionality via factory model

  • Unsafe low-level access to multithreaded buffered IO streams

  • Safe high-level manipulation of multithreaded buffered IO streams, and even higher-level packet IO streams

  • Packet serialization / deserialization and packet handlers depending on the type of client-server session

  • Option to use either our high-level serialization methods or inject your own

  • Synchronization handled under the hood (use the library as though it were single-threaded), or optionally interact with low-level asynchronous parts of the library

  • Acceptance policies which can revoke connections on failure (think “matchmaking security” or “banhammer”)

  • Host peer-to-peer or LAN (think “Minecraft”, “Ark”, “Halo 2”), or host on dedicated servers (think “League of Legends”, “Dota”)

  • Basic deploy-run scripts for dedicated machines, currently written in Bash (very subject to change), over SSH

  • Using Gradle to build and include in projects (or include dependencies for the library)

We can’t wait to get all these backend features working together and shown in action! Servers, account systems, databases, netcode: these are some of the hardest things to “get right” for online games, but getting that foundation down pat now means much faster and easier development on the game itself moving forward. If 2018 was the year of the backend, 2019 will be very “front” facing!

On the subject of frontend, in some of our recent planning for UI and art in the game, we got to talking about resolution and screen sizes. Revisiting those areas led to some pretty big decisions being made: the first being we no longer plan to support phones with a resolution below 1136 x 640 (in iPhone terms that means any device smaller than an iPhone 5). When we first started development we believed the game could be light-weight enough to run even on some of the oldest hardware, but here we are fresh into 2019 and it’s pretty clear those older devices have fallen out of use and are no longer supported by most companies anyway. It also gives us more flexibility with formatting our dynamic menus and battle screens.

Speaking of battle screens, the 2nd big change is in relation to the games “simulated resolution.” In pixel art games that basically refers to the scale of the art itself versus the true resolution of the screen it’s displayed on. So while one sprite might only be 20x20 pixels of art, it will always be displayed at twice that size (or whatever desired scale ratio: 2x, 3x, etc) on modern screens. I could go on about the details but it’s easier to show than tell! Here’s something we’ve been experimenting with (click here for a full res ver):

(Very much just a concept image! But also very much what we’re shooting for in-engine.)

(Very much just a concept image! But also very much what we’re shooting for in-engine.)

… but that’s all we can share for now! If you have any questions about anything in this blog please do pop in to our Discord. We can’t wait to progress further and share more details as we go, and we’ll likely share things there first!

Dev Blog #7 - Backend Milestones and Server Auto Scaling

It’s been a wild past couple months since our last status update!  But we’re happy to report that some big hurdles have been successfully jumped, long-term milestones have been reached, and in-engine work for the game is full steam ahead. In a sense, this blog serves as the bow being tied over our sparkling new backend structure that started its life more than a year ago, and is now ready to be put to work in-game!

Other than the events surrounding Metrocon, we haven’t been vlogging as much this past year since it can be tricky to visually document all the technical / back-end progress that has been made. But since server auto scaling was the final cherry on top, and has some nice visual elements, we thought what better time to celebrate with a vlog! Check it out below if you haven’t already:

(A lot has happened even since filming this a few weeks back but we’ll save that for the next update!)

And of course there were the many steps and milestones that came before auto-scaling, which would be best explained by the engineer himself below!

Development update from Andrew (Engineering and Design):

The last year of development has been quite a journey for us. We’ve had our fair share of missteps, successes, plans that didn’t follow through, and plans that did. At this point, more than a year has passed since our Kickstarter, which was funded in May 2017, and after many major milestones which I’ll dig into below, I feel legitimate to say: “the future looks bright”.

Taking Super Plexis cross-platform and cross-play

Transforming a game to become cross-platform and support cross-play is no easy task, especially with Super Plexis because the gameplay is real-time and deterministic. Most AAA game companies don’t rush to cross-play because it takes away from the time that could be spent developing new releases, so we had a hunch that this reforging process was going to take an immense amount of time.

The distance we have traveled

We’ve made serious progress on the backend technology to support Super Plexis and any other games we develop, and we are not using any 3rd parties except for AWS. Keep in mind this is the infrastructure that governs account servers, matchmaking servers, spawning game servers, storing user data, and responding to game clients like Super Plexis. The final piece of the puzzle was to make the server infrastructure capable of scaling itself up or down according to incoming traffic. As seen in our vlog, this has been implemented for some time now, and it supports the traffic on our website as well as the development version of Super Plexis.

Milestones Timeline (extremely simplified)

May - June 2017: Learning the tools used for developing server software

  • Quickly learned JavaScript (NodeJS ES6), HTML, and CSS for web & server development.

  • Researched and tested AWS for hosting servers and learned to administrate MySQL databases.

  • Wrote 40 pages of development planning and notes on everything I’d learned up to this point.

July 2017: Hurricane Irma

  • Survived the eye like a boss (Gabe, Emily, and I were all living in Naples, FL during that!)

August - September 2017: Server self-help tools and creating an email service

  • Created server self-help tools like automatic restart (if the software crashes), live error reporting via email, defending attacks like DDoS and Slow Loris

  • Created communication systems for Servers -> DB

  • Created a reliable email service that allows us to send 1.5 million emails every month without losing reputation with ISPs

  • Learned about SSL and implemented secure communication between client / server

October 2017 - December 2017: Staging for Medley ID and the Website

  • We started testing the website featuring Medley ID as a proof of concept that the account servers were working as intended.

  • Tested Medley ID account system on the cross platform game client which had only just begun development

January 2018: Launched Medley ID and developed account preferences

  • Officially launched Medley ID on the website

  • Account preferences followed shortly after the launch allowing players to modify their username, contact email, password, etc.

February 2018: Learned how to incorporate the company

  • Medley was originally an LLC formed in Florida, and we wanted to incorporate for security and to attain a legitimate (and flexible) business structure

  • Researched the legal requirements for becoming incorporating and how to make that transition while avoiding potential pitfalls.

  • Continued progress on Medley Account Services so that we could start integrating Super Plexis data with Medley ID

March 2018: Incorporated Medley and started to work towards an alpha build of SP

  • We officially incorporated the company in early March (no longer an LLC)

  • Underwent a domain change and name change to reduce confusion: “Medley Studio,” VS “Medley Studios,” - this took more work than we had originally hoped (haha!)

  • Began work towards an official alpha build of SP using the HaxeFlixel engine (built on top of OpenFL)

April 2018: Released first cross-platform alpha build of SP

  • Released a very basic build of the game on Android, PC, and Mac; with only a single “Endless” mode playable.

  • Extremely basic integration of Medley Account Services due to server-side limitations (turns out there was no way for players to modify their SP account data due to these limitations, so this called for a server-software revisement before we could resume work on SP)

May 2018: server-side revisions begin and a new SP build releases

  • Researched and found that I could create better account services if the code was more manageable.

  • Wrote up a plan to convert the codebase to use Promises for asynchronous runtime and Knex.js for secure & dynamic (partially player-defined) MySQL database queries. This was key to fixing the problems we found in April 2018.

  • Released a new build for SP that showcased a new type of cursor, fixed all kinds of gameplay bugs, and added block animations.

June 2018: Integrated Promises and Knex.js, split up development environments in Git

One of the many perks of implementing  Promises  &  Knex.js

One of the many perks of implementing Promises & Knex.js

  • Used Git to split up the development environments so that we could store separate configurations for development, staging, and production. This prevented anyone from pushing development code to production (safety) and simplified all devops.

  • Refined >10,000 lines of code in the server backend to use Promises for asynchronous runtime and Knex.js for more flexible DB queries (this is what allowed me to create an environment where SP data can be managed by the player - VERY excited to show this working when we release the next build of SP)

  • Stopped using stored procedures in MySQL to prevent human error and opted to parallel these in JS using Knex.js

July 2018: Switched from HaxeFlixel to LibGDX and set up server auto scaling

  • We liked HaxeFlixel, but we needed some tech that didn't exist just yet in the Flixel engine (message me in Discord if you want more info on this), so we moved to LibGDX. We are still in the process of making this move, but we are nearly back to where we left off in May.

  • Creates Boss Server which communicated with AWS Auto Scaling to deploy server software to newly spawned servers in EC2.

  • Creating Boss Sever required us to create a staging environment in AWS, so we got that up and running with a staging DB and staging EC2 environment, as well as SNS/SQS.

August 2018: Pushed auto-scaling into production and continued work on SP

  • Auto-scaling is working in production. If you’re viewing the website, you are experiencing content supported by account servers which were scaled without me pushing a button. And yes, they respond properly to software updates (we are currently on Account Server 1.7.1 in production).

  • Super Plexis development continues in a race to catch up to where we left off in May. Currently we are working hard on UI so that we can focus on gameplay. Account systems are fully implemented for the LibGDX version of SP in our own standalone library so that we can use these account systems in any game we create.

Although we have encountered our fair share of complications over the last year, you can see how we’ve ended up in a very optimal situation. We’re proud of the tech backing Super Plexis because it is strong and versatile, but at the same time we want to bring you Super Plexis as soon as possible. We’re finally able to build off of what we have without looking back, and we’re excited to bring you more frequent playable updates for Super Plexis in the coming weeks. Thanks for sticking with us. We know this has required more patience than it probably should have. We are dedicated to this and we believe Super Plexis deserves a sustainable future. Thank you to everyone who also believes in that future.

- Andrew


Big thanks to Andrew for the detailed breakdown! The timeline above perfectly captures one of the biggest challenges of having a small development team, where often 1 or 2 people are carrying a workload fit for 4 or 5 (and that’s not even including work done on the side for extra income). But we believe in the long run it will all have been a worthy investment. Having a solid foundation that is future-proofed and can run on its own (with things like auto-scaling) allows us to pour more time and resources into actual game development while also juggling our personal and work lives.

Mainly we’re just excited to have crossed this threshold and can’t wait to share more of the game itself soon! We’re still pushing to have an Android build out by November, so keep an eye out for updates as the time approaches.

Thanks again to everyone following along in our journey so far. Both your patience and excitement is very much appreciated by the team! And probably safe to say that we can match your level of eagerness personally as we get closer and closer to the next playable build…

Dev Blog #6 - Status Updates & Art!

Another month passed means another dev update! Lots of big stuff to cover in this one, including a big technical update, some new background art, early character concepts (including a tease of new characters??), and our announcement that we’ll be featuring the game at one of Florida’s biggest conventions - Metrocon - this July! 

Normally we’d start things off by reporting where we’re at on the dev roadmap, but oh boy this month was a doozy so we’ll get back to that a bit later. What we described as a “road bump” in our Discord just a couple weeks ago was actually more of a huge Mario Kart-esque boost ramp that shot us airborne and left us not knowing where we’d land for a few days. Thankfully we landed back on track! But unfortunately with a bit of lost momentum. That’s the short of it in non-technical terms, but if you’re curious keep reading below for the technical details (or just scroll straight to the art stuff!):

What started as just a few technical inconveniences with the game engine the past few months grew unexpectedly into full-on barriers (specifically with the shop and other networking features we had planned). We were faced with the choice of halting progress until a solution was found (since creating one from scratch would take too long) or, what we ended up choosing, which was subverting the issue entirely by migrating to a different environment (libGDX, if you’re curious!). Fortunately the core chunks of progress the past year won’t be affected by this shift, like the servers and account system, and it happens to alleviate many other smaller issues that we thought we’d just have to live with in our previous state. While we’re still in the middle of gauging everything fully, all this should mean running into a lot less progress-blockers in the future as well. The only needed rewrites will involve the gameplay / UI  from before, but even there we’d only just scratched the surface content-wise (in that preview build) so it’s not much of a set back. We’re just glad to have caught this now and not later when it could’ve really derailed some important progress. And most of all we’re just excited to be in the clear to focus on gameplay builds again!

Background Art: Expanded


The biggest challenge posed to the art in our game so far has been the newly added support for a wider aspect ratio. With character sprites, UI elements, and even multiple game boards, the art assets remain the same while the position / scale / layout adapts to different screen orientations. But not so for background art! Our prototype on iOS was designed with one screen-size in mind, which allowed us to work quickly, but left us with very “vertical” backgrounds that just won’t work on a 16:9 display format. Stretching horizontally would look awful, cropping / zooming would make for gigantic ugly pixels, meaning the only option was to expand the frame and redraw entire sections for use on larger displays. The idea being: the PC version would see the full background, while smaller screens like phones will simply frame a smaller section of the same background (see the image above).

For a more direct comparison of the old backgrounds VS the new ones, here's a couple examples (the most recent addition being the updated Azure map with a wider view of the city):


Also worth noting is that the new backgrounds are actually a smaller resolution than their original iOS versions. Generally speaking, the less pixels you have to draw, the less time / resources it takes. Both versions are displayed at their true pixel size above, while in game they'll be scaled up to fill the screen while preserving the pixel art qualities (as you've likely seen in other pixel art games you're familiar with). Lastly, the new backgrounds are still in draft form and will likely see some changes / updates over time (with some animated bits as well!).

Concept Art: A First Look Into Emily's Sketchbook!

While our plans for story-based content are still a bit down the roadmap, I couldn't wait to share some of the early concepts of our current (and future!) cast of characters. Emily is our resident illustrator and concept artist, with the majority of our current character sprites being based off her drawings. She recently shared a big batch of scans from her top secret sketchbook, where she was exploring different styles and versions of each character to see what stuck. The only image not from Emily is the Macktooth concepts, which were graciously provided by one of our awesome cousins, Mailiis (taken from a phone camera). I collaged them together, ordered by character, for your viewing pleasure in the gallery below (click to expand each image):


Some of these concepts were made even after the sprites were created, to better nail-down the look and feel of a character in a higher-detail setting (when the time comes produce more story-driven content, or areas of the game that could use higher detailed sprites, like special abilities, dialogue scenes, etc). I also included that last unmarked image at the end, which is an unedited full page scan from the book in all its chaotic glory (why is there a frog in there? You'll have to ask her!)

And while not everything is ready to share just yet, there are definitely plans for new playable characters you haven't seen before as well...


If you want to send some props Emily's way, she goes by "Babbitz" in the discord! (or on Twitter here) Send some love her way!

Super Plexis will be at Metrocon this July!

If you happen to be in the Tampa area between July 19th-22th, stop by our booth running all weekend at Metrocon! We’ll also be hosting a game dev panel that Friday at 7pm. This will be our second time attending Metrocon featuring the game, the first being back in 2016 before we had even finished the iOS prototype (but wanted to gather a good number of beta testers). You can check out the panel we hosted back then in its entirety on youtube here:

Or check out a shorter vlog of that day, with clips from our first-ever tournament, here:

We’ll have more information as the actual date approaches!

That about covers all the new info for this month. As always you can join us on the Super Plexis discord, where we sometimes have more informal updates / news to share outside these official blog posts. Thanks again for following our progress! We hope to have more big news (and builds!) to share with all of you soon.

Dev Blog #5 - Roadmap Progress Update

April has officially passed us, meaning its time to look back at our road map and deliver a status update! After that first build we were very excited to be finally working on gameplay, and thanks to everyones feedback, we quickly identified what needed to be fixed and which new features we wanted to tackle.

In our most recent vlog you can see some of the progress in action (notably on block mechanics, the matching algorithm, control schemes, and a text overhaul):

And while much more progress on our goals continued off-camera, a few major complications arose as well. To walk through one example: we always do mock-ups of new features and UI before committing things to code. Here are a few of those low-detail black and white menu drafts focused around “Arcade” mode:


In this case, as we were deciding on how best to approach player lobbies and party functionality, we found that accommodating multiple cursors in these multiplayer menus wouldn’t be possible with the way inputs were programmed for last month’s build. Looking further into the issue revealed that a full rewrite of input code would be needed to support this (something that wasn’t originally part of our roadmap). While multiplayer isn’t planned to be finished for the next build, it’s risky to put off such a fundamental system for later, especially when building new gameplay and UI on top of it.

And in case you’re curious what some of those mock-ups looks like with semi-finished assets, here’s a sneak peak! (very much still subject to change):


So while there was substantial time spent attending to these unexpected-but-important overhauls (not even mentioning the content and text renderers which required similar rewrites), progress continued and items were checked off our list. Some items were also bumped to lower priority so that we can get to that second build release faster (even if it means less polish in some areas that aren’t vital to gameplay). With that said, here’s the items from the roadmap finished last last month:

✓ Animated blocks

✓ Animated match explosions 

✓ New control schemes

✓ Early stages of local multiplayer

✓ Arcade interface designs

✓ Block Art Refresh (added new “break” frame)

✓ Grab-and-drag single cursor rework to support touch and mouse input

✓ Detect when a player switches inputs

In addition to these completed items that weren’t initially part of the roadmap:

✓ Polished in-game mechanics related to block timings and pop order

✓ Fixed matching algorithm bug related to certain “T” configurations

✓ Content renderer overhaul

✓ Switching all in-game text to bitmap

✓ Designed new fonts, both for basic system text and textured header fonts.

Which just leaves the remaining items, re-ordered by importance with a few omissions:

  • Chain combos (this applies to all game modes)
  • Garbage blocks start to arrive after a certain level (garbage blocks apply to most game modes)
  • Health bar and damage systems
  • Game Mode Selection
  • Systems and architecture that allow players to enter and exit games smoothly
  • Support for multiple game modes (necessary before working on VS mode)
  • Client side prediction and server side correction
  • All handled over TCP / IP
  • Animated lift
  • UI and gameplay sound effects        
  • Local storage of user preferences
  • Audio settings interface
  • Video settings interface
  • Polish Background Art
  • Converting Music
  • Board shake tests
  • Controller / keyboard settings interface (not accessible if touch enabled)
  • Keyboard / mouse settings interface (not accessible if touch enabled)
  • Battle setup, countdown, health bars, and end-game interfaces
  • Beginnings of the game replay system

And lastly some new goals that will be necessary sooner than we expected:

  • Friend / Lobby System
  • Matchmaking Servers 

That about wraps it up! And the list above you could now consider our updated roadmap for the month of May. While it represents everything we want to have finished, there’s no telling what could pop up along the way, so we’ll resist the urge to set any release date estimates just yet. Despite the extra time needed for this, our goal is to get the next release as stable as possible with all foundations locked (for sure this time!) so we can finally start releasing the regular gameplay updates we’d all love to see. Thanks again for everyone’s patience!

As always, you can find us over at our Super Plexis discord here: to stay up to date on the latest info!

Dev Blog #4 - The April Roadmap

Hey everyone! Welcome to the first of many "roadmap" blog posts that outline our goals for the month. This series will give you an in-depth look at our current priorities and what we plan to have released for Super Plexis each month. Let's jump in: 


Endless mode and battle engine

  • Polish the implementation for the first animated battle background

  • Chain combos (this applies to all game modes)

  • Garbage blocks start to arrive after a certain level (garbage blocks apply to most game modes)

  • Animated match explosions and garbage block explosions

  • Health bar and damage systems

  • Board shake tests

  • Animated lift

  • Animated blocks

  • Beginning development of AI systems / local multiplayer

Andrew's Notes: "These are basic necessities for finishing the bare minimum battle engine and making Endless mode really feel like a real challenge. Remember that Endless mode also comes paired with an “Endless (CLASSIC)” mode which is almost identical to puzzle league style endless / marathon modes."



Music and sound

  • Login screen music, title screen music, and battle music

  • UI and gameplay sound effects

Andrew's Notes: "I’m hopeful that the major build for April will include music, and if we’re lucky I could even have sound effects implemented."


User interface / experience

  • Animated title screen

  • Local storage of user preferences

  • Audio settings interface

  • Video settings interface

  • Controller / keyboard settings interface (not accessible if touch enabled)

  • Keyboard / mouse settings interface (not accessible if touch enabled)

  • Arcade games interface

  • Battle setup, countdown, health bars, and end-game interfaces

  • In-game notifications

Andrew's Notes: "Most of this won’t be animated, and once it’s all put together we can implement animations very soon after (like notification bounce or achievement glimmers / shines, etc). Please note that achievements and other unlockables will not be implemented in this build because they require online game servers."


Updated UI Designs

  • Game Mode Selection

  • Misc  

Gabe’s Notes: “As you may have seen in the preview build already, the menus will be quite different than the original iOS prototype. The new designs will allow us to build the same version of the game to all devices, and all elements will automatically scale / re-arrange themselves to fit. Expect to see more examples of this UI as we add new modes to the game (along with more “under development” placeholder buttons!)”


Background Art

  • Polish Title Screen background

  • Polish Loftwood Battle

  • Reformat Azure Background

Gabe’s Notes: “The new 16:9 format means all our old mobile backgrounds will need to be updated accordingly. Just like the Title Screen and Loftwood backgrounds (currently in the preview build), this means drawing in a much wider field of view with new details. And animation too!”


Converting / Updating Music and SFX

  • Title Screen

  • Loftwood Battle

Gabe’s Notes: “Now that the game is running on more than just mobile devices, its time to get the audio more stereo-ready for PC! The existing songs were written at wildly different times with different sounds/instruments over the past couple years and ill be doing a fresh pass on all of them to unite their styles (and maybe add some new stuff too!)”


New Block Details

  • Block art refresh / new frames

Gabe’s Notes: “We’ll be experimenting with different resolutions of blocks depending on the current screen size, but we’ve also been playing with a fresh new idea related to how “expressive” the blocks are in their different states of gameplay. Won’t say any more than that for now!”



Mouse / touch input 

  • Grab-and-drag single cursor rework to support touch and mouse input

  • Detect when the player switches from mouse to keyboard and back again

Andrew's Notes: "When players use the mouse the grab-and-drag cursor should activate, and then if the player goes back to using keyboard or controller than whichever cursor they were using for that will reactivate (single cursor or boomerang cursor)."


Local game server testing

  • Systems and architecture that allow players to enter and exit games smoothly

  • Support for multiple game modes (necessary before working on VS mode)

  • Client side prediction and server side correction

  • Beginnings of the game replay system

  • All handled over TCP / IP

Andrew's Notes: "This is my primary task for April. If I can deliver a successful build by the end of the month with local game servers, we will be extremely close to the first online multiplayer build. The local game server tests simulate what it would be like to play online with extremely low ping. Local game servers are also the backup in case no online game servers are accessible."

That's everything for April! We'll be checking in with smaller updates throughout the month, but to stay up to date with the latest progress join us over on discord:

The First Preview Build is Here! - Release Notes for Super Plexis [ver 0.3.0]

It's finally here! Introducing a very early test build of the Super Plexis multi-platform client on PC/Mac (with the mobile versions coming soon!). This is a very early build testing some basic client features and a single gameplay mode. We're temporarily serving these files through Dropbox as standalone .exe/app files, but future releases will be through more official channels. 

Download Links 



What’s in this build

  • First look at Super Plexis game client running on PC / Mac
  • Medley ID integration 
  • Multi-input support (keyboard/gamepad/mouse)
  • Resizable UI system
  • Custom text engine
  • Endless mode gameplay preview 

Stuff in the background

  • Party system
  • Active game server
  • Dynamic DPI scaling (for multiple device sizes)
  • Framework for other game modes 

What’s coming

  • Music / SFX
  • Support for mouse control in battle engine
  • Builds for Android, iOS, and Linux
  • Public downloads available on Steam Early Access, Apple App Store, and Google Play Store.
  • Dynamic board effects for gameplay (e.g. board shake)
  • Authoritative game server tests on local host
  • Polishing UI/UX and implementing user profiles (stats/achievements)
  • Character implementation / development
  • Integrate Lumina currency system  
  • Local multiplayer
  • VS AI
  • And more!

A big thanks again to everyone who's been following us up to this point, and a warm welcome to any new faces! If you have any questions or want to say hey, check out our official Super Plexis discord here:

Dev Blog #3 - Introducing the New Engine!

On the Eve of the First "Preview" Build

Hello again! It's been some time since you've heard from us (unless you frequent our Discord server here: ,which we recommend for regular updates!), but we wanted to be doubly sure our next update was a big one. Of course, that came with the unfortunate side-effect of postponing our first playable build, but we think it'll be much better for it! Anyone still expecting a simple Android port of our iOS prototype is about to be pleasantly surprised...

If there's a central theme of these past few months, it would definitely be: short-term sacrifices for long-term gains!

Over-simplified for sure, but if you want the juicy technical details, read onwards! Or if reading isn't your thing, check out our latest dev vlog to absorb all this new information in video form below:  

The What, When, and Where

"What is in this first build?" 

You'll be able to log in using your Medley ID and play a few variations of Endless mode, for the purposes of testing our account backend and new control options. Players on mobile are limited to touch as usual, but with the new PC / Mac versions of the game, players can use their mouse or gamepad to swap blocks as well!

Multi-directional swapping on a gamepad will be an interesting new challenge, but we'll also include an option to use a more classic method - the horizontal cursor - to swap blocks in the same way we know and love. 

While we'll be testing the new gameplay servers hosting these Endless mode matches, the full implementation of multiplayer / online play will be added in a later build.

"When can we expect the first playable build?"

We're currently on track to release it in the middle of March! (hopefully even earlier) Once we're over this first technical mountain, the foundation will be laid to make future updates / modes / content much faster.

"Where can we download it?"

This part we're excited about: while the first build will be shared directly to our followers via Discord as a simple .exe (on Windows), App (on Mac), or .apk (on Android), all future beta builds will be publicly accessible on all major markets. No fumbling around with Apple's Testflight or the Google Play equivalent, just head to your respective mobile app store (or Steam on PC/Mac) and download nice and easy.

We'll provide more instructions on how to download and run the game leading up to this first "off the grid" release, so stay tuned! Especially on our Discord which is where we'll likely distribute the download links. (here's that invite link once again: )


Under the Hood

In our recently posted vlog, we introduced the game engine we are now using - HaxeFlixel - and its vital role in making Super Plexis truly multi-platform. We also touched on other important milestones achieved in the past few months: the launch of our website, our custom ID / account system, and having all associated database/server structures up and running.

Introducing HaxeFlixel! (...what is it exactly?)


To use very non-professional terminology: HaxeFlixel is our cross-platform magic wand, allowing us to write code once that translates natively to any target platform we choose (if you skip to the end of our last vlog, you'll see a pristine example of how it continues to impress us). This means we don't have to start from scratch each time we put Super Plexis on a new platform. It also means when we update the game, those changes can be easily distributed to all platforms quickly. 

"Haxe" on its own is a high-level cross-platform programming language, while "Flixel" is a 2D game engine built on top of it. Then Open FL gets involved and...well, here, look these charts if you're curious:

about-haxeflixel copy2.png

...still here? Anyhow, this is a game changer for us (quite literally! Super Plexis is being rebuilt as a new game from the ground up) and all the time, research, and work gone into preparing these foundations are about to pay off for the first time in a playable way!

Also worth noting that the Nintendo Switch remains among the available platforms we can distribute to when the time comes (with a little extra preparation required) despite it not being listed in the charts above.

Thank you all again for sticking with us through this crazy ride of ours. We're just two guys with still so much to learn, and feel hardly worthy of the everyone's kindness and patience up to this point. But because of it, we're as inspired as ever to deliver something we hope everyone will enjoy!

See you at the first build!

- The Medley Studio Team


Dev Blog #2 - The Timeline (and Happy New Year!)

Happy New Year everyone! 

To kick off 2018 we thought we'd share a retrospective of the past few years of this project, with events stretching back to before Super Plexis even had its name. Feel free to skim to the end for what we have planned for the end of the month!


  • January to May- Sporadic, casual conversations about making games turns to serious consideration
  • June - Andrew moves to FL, planning begins for a “Puzzle Action RPG” for iOS, concept art/story writing begins
  • July - Research and experimenting with Apple frameworks in Xcode, along with a custom SDK.
  • August - Pixel art, tilesheets, and animation of assets. Alpha engine builds with basic character movement. Weekly vlog begins.
  • September to October -  a “proof of concept” demo is completed mixed RPG and puzzle elements
  • November to December - the game gets a name, finally. A long break from the grind is taken for the holidays.


  • January - through much consideration, the RPG concept is shelved in favor of a streamlined multiplayer experience
  • February to March - the base game is rebuilt in Objective-C (instead of Swift), the shared office is dissolved as Gabe moves next door
  • April to May - youtube channel launches, new menus designed, special abilities are added to gameplay.
  • June - characters implemented, online multiplayer testing, SFX & music are added
  • July - rush to have a playable build at Metrocon, host a panel/tournament, and get the word out for our closed beta.
  • August to September - iOS beta announced for October, multiplayer menus (profile, leaderboards, shop, etc), account data, etc.
  • October - Closed beta launches on Testflight
  • November to December - iteration based on feedback, break for the holidays


  • January to February - Introduction of single-player “Adventure Mode” map and levels, Super Plexis goes live on the iOS App Store
  • March - Promotion and game maintenance, planning begins on how to tackle porting to Android
  • April - The Kickstarter is launched to support the next phase of development. More promotion ensues! 
  • May - Kickstarter success! Connections formed with the community. Preliminary planning of new engine and account system
  • June to July - Post-kickstarter cool off period, with work on servers/accounts (Medley IDs) underway. 
  • August - New website designed, to be used with Medley IDs. Trip out of state to view total solar eclipse.
  • September - Hurricane Irma strikes! Forced to move in with friends for 2-3 weeks until power returns at home.
  • October - Work on servers/accounts resumes normal pace, complete UI design overhaul begins.
  • November to December - Medley IDs are completed, website goes live, and sign-ups for the beta open.

2018 ...?

...which brings us to today! At our current pace we’re on track to have our first playable multi-platform build before the end of the month. It will feature very early gameplay (so no character abilities yet), the ability to log in with your ID, and possibly our first test of cross-platform multiplayer. This will be a major milestone for us, as all the planning and foundations we've laid will be put to the test! 

We'll have more news about this first build very soon!

2017 was a huge year for us: we established ourselves as an official company, published our first app ever, ran a successful campaign, and met so many amazing people with so much support along the way. It was truly a year of grounding ourselves for the long haul, and now that we're firmly rooted, we look forward to blooming in 2018!

- The Medley Studio Team

Dev Blog #1 - Welcome to Our New Home!

Welcome, fellow puzzle fans, to our new site! Super Plexis finally has an official home. More than just a place to share dev blogs and announcements, this space will serve as the safe and secure hub for the brand new Medley ID account system.

Signing up for a Medley ID will gain you a spot in the upcoming multi-platform beta release (starting first on Android). And in the future, your Medley ID will be your key to taking your account and game progress anywhere, on any device.

We're excited to share more news soon, like when you can expect the first beta to go live, but in the mean time we'd just like to thank everyone for their patience and support stretching all the way back to the success of our Kickstarter earlier this year.

It's been an uphill battle researching and engineering the exact type of server and database backend to suit to our needs as a small indie studio. Since we'll be running the show ourselves now, not depending on any third-party systems like GameCenter and Apple IDs as we did on iOS, we needed to make sure we created something flexible, cost-effective, and scalable. These efforts will translate into a much smoother user experience for the online components of Super Plexis, such as matchmaking and friends-lists, while also providing a much more solid foundation to build future content on.

While it might seem like a simple update for now, this marks a major step forward in Super Plexis' development. As we transition out of this massively technical stage and move back into the game engine, you can expect to being seeing a lot more regular updates and info! 

Keep an eye out for more blog posts like this one coming soon!

- The Medley Studio Team

[Archived] Beta Patch #3 (Final!)

[this is an archived post from our old dev blog, original link can be found here]

Hold on to your hats, this is the final beta patch before the official launch of Super Plexis and boy is it jam packed with new stuff to test! The focus of this beta is to give one final check on all the systems and features and iron out any issues before release. Feel free to provide feedback/suggestions as usual but keep in mind we wont be making any major changes until after release in the form of future content updates. Thanks to everyone for their patience and especially those who have with us from the beginning! 

Now on to what’s new in the version:

  • The shop has been implemented and features a first wave of items including block skins, characters, character skins, portraits, and more ( see the section below for more detailed info on the shop)
  • “Lumina” is the new block currency that you will earn during gameplay and is used as a currency in the shop to unlock items.
  • The AI in V.S. AI has been completely revamped to think and act more deliberately during gameplay. Depending on the difficulty, the AI will make advanced matches, follow up on chain combos, and use abilities offensively. This adds a notable difficulty boost compared to the previous, more random AI.
  • Reconfigured the title screen to remove the “Battle” and “Classic” buttons and replace them with a new “Singleplayer” button that contains the Endless and VS AI modes
  • A tutorial has been added to the title screen
  • An info button and quick access to your Profile has also been added the title screen.
  • Player accounts have been reset so we can test the feel of progression. Some characters are now locked behind the shop, but as a beta tester you will receive a nice sum of Lumina to spend at the start.
  • Level up rewards have been retooled, now offering flat amounts of currency with each level, and every 5 levels rewarding a special bonus unlock.
  • Music in-battle now cuts out upon winning/losing and a new end-game theme plays on the stats screen.
  • Endless mode now has non-character-specific combo sound effects.
  • In-app purchases are functional but disabled for the beta. You can still purchase items with in-game currency earned in battles.
  • Some portraits have been removed and/or updated with a fresh coat of paint
  • Health blocks are 50% less likely to spawn


Introducing the New Shop Menu!

The biggest addition by far in this version is the shop and currency systems that are now in place. Players will start at Level 1 with only Aria and Cleff unlocked, and must earn currency to spend to unlock the other characters in the shop. Once you’ve unlocked a character, you’ll be able to purchase skins for that character. The prices of each item varies, with portraits being the cheapest and character skins being the most expensive (besides the Ad-Blocker).

Known Issues:


  • A previous issue with deadblocks not breaking is presumed fixed but keep an eye out during gameplay and let us know if you spot any consistently strange behavior.
  • AI difficulty will be rebalanced as we go since it is a recent addition 
  • Visuals
  • On iPad, the aspect ratio may appear slightly stretched.
  • Some rank emblems are using repeated/recolored sprites 
  • Typo in the “Lumina Gift” pop-up
  • Future Content Roadmap (from soonest to furthest updates):
  • Addition of “Challenges” to the Singleplayer 
  • Rank Emblem promotion and demotion animations will be added to the end game screen
  • Retooling of board damage (possibly as ticks of increasing chunked damage instead of a constant rate) 
  • New characters and abilites
  • New achievements, levels, music, shop items, and more!

Thanks again for helping us get Super Plexis to where it is today, and we’re super excited to finally go live on the App Store and continue to grow the community! We’re very grateful for all the support so far and hope you’ll continue on this journey with the team!