Characters in games move around and express themselves through their actions. They can run and jump between skyscrapers, do summersaults to avoid a barrage of bullets or even make you flip their stepdad of in a fit of rage (Life is Strange hype!). These things are awesome, but they wouldn’t be possible if we couldn’t manipulate the character model.  So this is where rigging comes in.



In our previous blog post, we spoke about our motivation and drive to develop Kill to Collect as a game that addresses the needs of adult, mature, and experienced gamers. We explained how all players will start a session on equal terms and why Kill to Collect will offer intense, bite sized sessions, regardless of the amount of time players have to invest in the game. But now it’s time to dig a little big more into gameplay, which is currently focused on four playable characters that you can choose from, at the beginning of every session.


Once you start Kill to Collect, you will end up in the “lobby” – in our case, this is a really funky cyberpunk bar where bounty hunters hang out. We’ve got four of them currently, each with unique abilities that determine the way you’ll experience a bounty run. Names are currently temporary though:



One week from now, you will be able to find us in Cologne, Germany, attending one of the biggest game oriented shows, GamesCom. We will, of course, show an early build of Kill to Collect, but we will not have a stand of our own, instead we will join along Sweden Game Arena in the business section, Hall 02.1, Stand C015. Here’s a map.

This is the first time we are bringing Kill to Collect to a large scale event, so we think the moment is ripe to explain more about the game. As you might already know, Kill to Collect is an action dungeon brawler with roguelike elements set in a Cyberpunk universe, where you play the role of a bounty hunter who takes up missions and executes targets in the deeper levels of Geoshelter Alpha.


Now, this is a nice description but it doesn’t say much about the actual experience of playing Kill to Collect. And to understand the kind of experience we want to offer, it’s important to know that we at Pieces are not exactly young anymore. Most of us have a family and kids; add a full time job to that (no matter how fun it is), and you’re placed in a situation where scraping some game time for yourself becomes very difficult. Especially if you want to play with your friends, some of whom might be in the same situation as you.



Today is the warmest summer day in Sweden so far, with a reported 24 degrees Celsius that feels much warmer in the sun. Most Swedes – and consequently, most Pieces – are in a well deserved holiday, but a handful of us are still here this week. We will all be off in a holiday starting next week, so we were talking about our plans.

Regardless of what we will do in a holiday, one fact is certain: Steam Sales matter. Quite a lot, for some of us, actually, and probably quite a lot for many gamers out there. Whomever said you can only take a break in a physical location; why can’t you take a break from Geosheler Alpha in Tamriel, or maybe Novigrad with a brief visit in Skellige? (more…)

KTC Arena

Whatever happened last week?

Here at Pieces, we gather every Friday and play the latest developments in Kill to Collect together. This is a common practice if you practice SCRUM, but there’s nothing formal or business’y about our Friday build review meetings. We just start the game on a big screen, talk about the features that were developed over the week, about the new items, new characters, and oftentimes we look over concept art and ideas that we want to implement next. These meetings feel like a celebration, and they help keeping us all on track and on the same page.



Hey! Our new Pieces Interactive website is LIVE!

We updated our web presence because we really wanted to include & highlight more ways to interact with you! So now, brand new and shiny, we have:

  • A blog on the Front Page! You can now see our activity right away. And we do intent to keep this blog updated!
  • Twitter feed, right on the front page! Just in case you don’t use Twitter, you can still see our daily chatter!
  • Our collected social presence! All our social links, such as Facebook, YouTUBE, LinkedIn, are in one place now, and you can easily follow us wherever you prefer!
  • A Subscribe function! You can ad your e-mail, and we will send you updates directly in your inbox!


Even though we moved to our new offices in November last year, we never got around to organize an office inauguration party. Since then, we finished Magicka 2, which was launched in May 26th, we obtained funding and unveiled our new baby, Kill to Collect. All in all, lots of reasons to celebrate, which is what we did on Friday June 12!


Copyright @sebastianbularca.com



On Thursday June 11th, we had a very early breakfast with the business people around Gothia Science Park who really wanted to try out locally produced games. Sweden Game Arena organized a mini-expo and we were invited to participate alongside 8 other studios, including Coffee Stain, Guru Games and the new and rapidly rising  Mindblown Studios.