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Explore the Neon Caves, a fragile ecosystem lost to the world for centuries. Recently rediscovered by your research team, use your ship's anchor ability and elite implements to stabilise the cave while keeping the hostile inhabitants at bay.
An experimental off-shoot of our debut game Toast Time; originally on OUYA and part of the Indie Statik Kickstarter GAME PACK.
Fresh from the oven, Toast Time: Smash Up! brings the unique toast-based recoil/reload action from cult hit Toast Time to the multiplayer brawler/esports genre.
Return as TERRY (Toast-Ejecting Recoil & Reload System) with a multitude of new, breakfast-based, zany, over-the-top awesomeness, and start a competitive smash up at a bakery near you!
Includes the original Toast Time - a classic!
Five. Nope... TEN floors of mayhem!
Don your flamethrower, your CO2 canisters, your dancing shoes - fire & flounce your way through the deepest, darkest, hottest, hungriest underground bunker in history.
Originally developed solo in < 48 hours for Ludum Dare 42 compo (theme: "Running out of Space") in August 2018.
Developed further for its "mini" release - adding double the content, double the upgrades, double the bells & whistles. Kapow!
Your queen needs your help! Play as Fizz the Bee as you collect pollen to transmit back to the hive.
Winner of the "Most Polished Game" award!
You are Carl. Carl hates Christmas!
Steal all twelve presents from flat-earth santa. Make the world a better place.
Developed solo in < 48 hours for Ludum Dare 40 compo (theme: "The more you have, the worse it is") in December 2017.
You are TERRY. Toast-Ejecting Recoil and Reload sYstem.
A toaster, technically.
You wake up and find yourself in a strange place. Eerie… With many of your internal components missing. Salvaged for scrap! Oh no! You should probably try to get back home…. (Home… Ahh… Willy’s Wheat Farm… the idyllic pastures and solitude…)
An experimental off-shoot of our debut release Toast Time.
Developed solo in < 48 hours for Ludum Dare 39 compo (theme: "Running out of Power") in July 2017.
Arcade-action survival puncher set in a spiral of cause and effect. Not just how many days can you survive, but how many butterflies?!
A game that changes based on your strategies and forces you adapt in turn.
Developed solo in ~32 hours at Jamchester 2017 in June.
Winner of the Technical Achievement award!
'makenines' is an ambient logic-puzzle game where you clear grids of numbers by making nines.
It requires careful thought and is solved using process of elimination similar to world-renowned puzzle game Sudoku. Think you're good with numbers? Think you're great at solving puzzles? Put your brain-skills to the test!FEATURES:
Mr. Bit is a vacuum cleaner that LOVES to clean. Fortunately he lives with a hoarder and so has to clean in daily ritual. CLEAN UP THE HOUSE!
Developed solo at Global Game Jam 2016.
Monsters! Mayhem! Imaginary friends do nightly battle for the favour of their creator! Who will endure? What will be left of them? Come with us as we venture into the mind of young Timmy Bibble in...
TIMMY BIBBLE'S FRIENDSHIP CLUB!
Friendship Club is a local-multiplayer bullet-hell arena-shooter for PC and Mac.
Play as one of Timmy's four best (and imaginary) friends. Chud - a beast from the mountains. Old Man Ricketts - a prospector driven mad by his lust for gold. Shakey Jake - a ninja, bandit, skeleton... thing. The Canardinal - a duck from the Vatican!
Fire bullets that bounce forever. Catch bullets with supreme agility. Headbutt your opponents into oblivion. Be the best friend ever for little Timmy.
A long-term collaboration project with Clockwork Cuckoo.Features:
Toast Time is a throwback to the golden age of video games where old-school homebrew titles fused arcade action with a distinctly British sense of humour.
An appetising arena shoot-em-up garnished with tower-defence elements and served warm with awesome-sauce (probably syrup).
Sinking Feeling is a game about a head falling through time and space.
Strategically smash and avoid panels of glass in risk/reward gameplay. Test your reflexes against intense - yet deliciously simple - minimalist action. Top-notch glass-shattering effects combined with a retro-style and chiptune soundtrack will keep you coming back for more.
Just one more go...FEATURES:
Fire antimicrobial peptides from the intestinal cell wall at oncoming bacteria. Use antibiotics and absorb vitamins. Maintain a healthy balance inside the gut!
A collaboration with Clockwork Cuckoo and Dr. Margherita Coccia.
A Tempest 2000-inspired arcade high-score combo blaster.
An experiment in linking movement mechanics to shooting mechanics. Each line segment is one bullet (you can see it recharge) and so to shoot more - while avoiding the enemies! - you have to keep moving!
Developed solo for Game Jolt's Indies VS Gamers jam on 20th July 2015
The Agent: Glory To Moscow (агент: слава к Москве) is a fast-action two player game of cat and mouse designed to emulate a lost soviet arcade machine.
Players take it in turn to play as the Agent and the Target, to the best of 8 wins.
The game revolves around power-ups that are designed to affect the game without giving either player a significant advantage. There are no speed-bonus power-ups and no movement-restricting power-ups. The players are equal, the game is pure.
For more information about the inspirations and processes behind this game, read our blog post!
A collaboration with Clockwork Cuckoo.
Developed in ~9 hours, an entry in to Creative Assembly's "The 80s" game jam as part of Rezzed (June 2013).
Alien Laser Bunnies is a top-down multiplayer game of mimickry and camouflage with recursive meta-deceptions.
When the game starts, your aim as the player is to quickly figure which bunny you are controlling. Thereafter, outwit your opponent by blending in with other bunnies while hunting them down. When the time is right, blast them away with your GIANT LASER BEAM!
Collecting flaming carrots and ducks will recharge your laser, but they will also give your position away to the other player -- hop carefully!
The regular earth-bunnies that inhabit the game playing field are not controlled by artificial intelligence systems as it would first seem. They are articles of a former self, movements of a player in a previous game.
A collaboration with Joe Williamson.
Developed in ~15 hours, an entry in to the Wellcome Trust's "Deception" game jam as part of Extended Play Festival (October 2012).