The State of Things

Team and company: We finally made the hard call to cut non-productive team members. The remaining operations are splitting into 2 companies (Gigaloth Games and Gigaloth Publishing). One of them may end up being re-branded and re-incorporated as the finer business points of that are sorted out. Gigaloth Games now has a staff of 2 people (programmer and graphic designer). They both have outside jobs however are committed to bringing Empyrium Tactics to fruition as fast as possible. We will be hiring/recruiting new team members soon. The website is about to undergo an overhaul to reflect all this restructuring.

Website: We owe everyone an apology as we had not been keeping the website current. The website is going to see a relaunch before July 1. Following that, our commitment to you is to push out a weekly progress report on our current project Empyrium Tactics.

Empyrium Tactics: It has been fully converted from Unity to Unreal Engine. We are now working as fast as we can to get the game into a publicly playable testing state. Weekly progress updates will begin to be published on the re-launched website starting July 1.

Kingdom Blitz: This project has been cancelled.

Produce Wars: Purchase on XBOX Live for $1. No plans to make any additional content, patches, or ports. There is a PC version of the game on our shared hub (requires USB Xbox Controller). Send an email if you would like access. We are discussing releasing this open source.

Thanks for all your patience,


Fairy Tales & Parlor Tricks: The Past, Present, and Future of Video Games


“Fairy tales do not give the child his first idea of bogey. What fairy tales give the child is his first clear idea of the possible defeat of bogey.”

-G.K. Chesterton

If you were to play your ocarina and warp back to 1889, you might be surprised to find Nintendo getting its start as a playing card company. Everyone knows the video game giant now lives in the clouds at the top of an enormous beanstalk-esque vine. Nintendo continues performing parlor tricks, keeping storytelling alive on the Wii U with Mario in Super Smash Bros., Zelda in Hyrule Warriors, and the whole gang in Mario Kart 8. So, what’s Nintendo’s big secret?

The Legend of Zelda series is but one of many examples offering a piece of the mystery used by Nintendo game designers. Games like Zelda take age-old, classical storytelling, found in fairy tales, to market, what G.K. Chesterton might consider in his essay “The Red Angel,” a “clear idea of the possible defeat.” Whether the bogey is Bowser, Ganon, or Dr. Wily, the key to an epic video game is a timeless story coupled with just the right amount of challenge to keep the player engaged in defeating a main boss.


Game designers must consider, and reconsider, the action of a fairy tale or high stakes card game: A hero or champion faced with impossible odds (but not so impossible they want to quit). Picture a little wart of a boy becoming a great warrior and king, an underdog flipping over an ace and queen to win the jackpot in a game of blackjack, or Link collecting enough pieces of The Triforce to overpower Ganon. Whatever the narrative, the timeless secret to a successful game is alluding to stories embedded in a culture’s DNA and keeping a carrot just far enough out in front of a generation’s nose for them to keep playing. Nintendo effectively continues to tell tales that captivate both Japanese and western audiences, and demonstrate ongoing mastery of game play and challenge.

The Legend of Zelda: A Link to the Past was originally titled The Triforce of the Gods in Japan, and offers an otherworldly illustration of how a game, steeped in fairy tale lore, gives games the Pegasus ride of a lifetime. Here is a game nearly a quarter of a century old that keeps players captivated to defeat the evil bogeyman, Ganon, time and time again. Pushing in a SNES cartridge, or downloading A Link to the Past on a Wii virtual console, sends a 2015 gamer back in time to experience a near perfect balance of storytelling and game play that’s just as enjoyable now as it was then. These are the games game designers are charged to continue making as we move forward in 21st-century game development.

As gamer designers, Gigaloth aims to strike this balance of storytelling and engaging game play in games such as Produce Wars. Gigaloth continues to carry a torch of eternalized storytelling, and presenting just the right amount of ardor in each and every game. Other Gigaloth titles to watch out for include Empyrium Tactics, a role-playing game with real time strategy, and Kingdom Blitz, a multi-player online battle arena tabletop, card game.

What’s Next for Gigaloth?

We’re making a new game, and it’s probably not what you expect from us.

While most of you have been following along with Kingdom Blitz over the past couple months, I wanted to go ahead and post to let everyone know that we here at Gigaloth do indeed still make video games.

And it doesn’t have to do with flying fruit this time.

We’re starting development on our next game, Empyrium Tactics: Isles of Destiny. What is it? It’s a real-time strategy RPG, and it’s the type game that we wanted to make from the get go, not the type of game we THOUGHT we should make (a la Produce Wars). We’re developing with Unity and targeting Steam, Playstation 4, and XBOX One.


The main inspiration for Empyrium Tactics is the Ogre Battle series, which for whatever reason was “discontinued” by Square Enix despite both Ogre Battle (SNES) and Ogre Battle 64 (N64) having tremendous success and winning many accolades for being inventive and innovative, and unanimously voted among the best games on their respective consoles. Since, the genre has been overrun with the turn-based squad-tactics of Final Fantasy Tactics, Front Mission, Fire Emblem, and Disgaea which – albeit great games – aren’t quite the same type of strategy RPG.

Empyrium Tactics will be our attempt at innovating and expanding the original Ogre Battle games and will have a public development process as we build the game in Unity.

So, without further adieu, slap on your winged cap, lace up your sprint shoes, and follow along with us as we build a new adventure!

Please like our Facebook page or follow us on Twitter. We don’t spam you with videos of Miley Cyrus or tell you about what we had for breakfast. It’s all games, all the time.

Part 2: The Art Mastery of Kingdom Blitz

Some new artwork for the Behemoth and Goblin creature cards for Kingdom Blitz. The fantasy card game will launch on Kickstarter in spring 2014, so please follow along for news and updates on the game!

Two more amazing pieces of artwork for the Orc Kingdom: the Goblin and the Behemoth. Visit Emmanuel’s gallery on his DeviantArt page to see more artwork from Kingdom Blitz (it’s under the folder “Tug O’ Lords”, the old name of the game).



The Art Mastery of Kingdom Blitz

Some new artwork for the Knights’ Gryphon creature, and the Orcs’ Harpy creature cards for Kingdom Blitz. The fantasy card game will launch on Kickstarter in spring 2014, so please follow along for news and updates on the game!

Just received the finished, colored, and amazing artwork for the Gryphon and Harpy from our artist Emmanuel Bou Roldan. His artwork has done an amazing job of bringing the world of Kingdom Blitz to life!

Visit Emmanuel’s gallery on his DeviantArt page to see more artwork from Kingdom Blitz (it’s under the folder “Tug O’ Lords”, the old name of the game).