It's another all you can eat âȘ#âScreenShotSaturday⏠buffet, and we're here to crash the salad bar with two new screens apiece from âȘ#âSOS⏠and âȘ#âTheGreyManâŹ. Put your bibs on and SLOP! IT! UP!

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@attackmountain
It's another all you can eat âȘ#âScreenShotSaturday⏠buffet, and we're here to crash the salad bar with two new screens apiece from âȘ#âSOS⏠and âȘ#âTheGreyManâŹ. Put your bibs on and SLOP! IT! UP!

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ATTACK MOUNTAIN REVEALS COMPOSERS FOR âTHE ATTACK PACKâ
ATTN: PLEASE READ ON FOR IMPORTANT VIDEO GAME ANNOUNCEMENT
ATKMTN REVEALS COMPOSERS FOR THE ATTACK PACK ----
ATTACK MOUNTAIN is pleased to reveal the fine music-boys who will be providing their immense talents for the upcoming ATTACK PACK!
SOS is receiving its powerful, dynamic score from none other than the exceptionally talented c-jeff, co-founder of Ubiktune and composer of many a fine album! You should check him out ahead of the ATTACK PACK at www.c-jeff.com. We think you'll agree he brings SOS' over-the-top action to the next level, and if you don't, hey man, that's cool! You be you!
Please partake of this righteous preview medley:
But what about THE GREY MAN? FEAR NOT - for the classically trained duo of Jon Middleman and Alex Visciotti have written an outstanding score for this cosmic beauty! With a Masters in Music and a pedigree a mile long, Jon Middleman has shared stages with iconic acts such as Twisted Sister, Quiet Riot, and Phantom Planet. Alex Visciotti, on the other hand, has been writing, producing, and performing music for over a decade. He is credited for writing music for the Las Vegas cirque show Esc4p3, and has performed in clubs all across the US of A. With their powers combined, they've produced an amazing soundtrack full of live instruments and a lot of love. It's got guitars! It's got flutes! It's got weird noises! AND YOU'RE. GONNA. LOVE ALL OF IT!!!!
Get a taste below:
Weâre closer than you think. PREPARE. BE READY. FOR THE ATTACK PACK IS COMING.
FB: https://www.facebook.com/AttackMountain/ TWITTER: @attackmountain TUMBLR: http://attackmountain.tumblr.com/
Well jingle our jangles, what a holiday treat - THE ATTACK PACK's been greenlit on STEAM!
Thanks to your support, SOS and THE GREY MAN will be on your global Steam digital delivery service in the year 2015!
You're a bunch of sweet boys and girls - for this, Ice Senator Krimble spares your lives this winter, so that you may survive to fear the next.
See you in 2015!
TL:DR for those who just want their screens and TO HELL WITH ALL THOSE WORDS
SCREENSHOT SATURDAY, PROJECT UPDATE EDITION 2/2: SOS
Hello friends - this week weâll be giving you some long over-due updates on THE ATTACK PACK. In our second update today, Joe will give up the happenings regarding our upcoming spy action thriller, SOS:
It's Joe and I'm here to present unto yous a video game update of the highest order. It's been a long five months of radio silence from ATKMTN, but they've been insanely productive ones, with both SOS and Grey Man having taken huge leaps and bounds in that time. My personal life has been rocky, with the passing of my father six months ago; as you can imagine that slowed my game makin' hands down a bit. I move on now to make him proud, and with more resolve to make great games than I've ever had before. (Miss you big time, Pop!)
Here's an update on SOS:
0) REFACTOR/ENGINE UPGRADE: While the Alpha version of the game was well-received I knew it could be better. This resulted in doing a lot of research and eventually re-creating the SOS engine from scratch following the Kickstarter. It was re-built not just to make it play even better, but also to ensure that it was modular enough that I can build more content into it easily. We also had an overall upgrade to our game engine which has provided us with a lot of new tools to better meet our visions in both SOS and GM. In short it lays the framework for the future and it's real hot stuff.
1) STATE: SOS is officially in the Playable stage of development - this means other than bugfixing, the core game engine's complete! Content development is currently underway. Oh boy!
2) PROPORTIONS: In the Alpha version of the game, characters were about two pixels shorter than they are in Playable. I wanted everyone to seem taller and leaner, so as to not appear as small baby children with guns. This also allows a lot more room for exaggerated ranges of motion for the cast.
3) LITTLE TOUCHES: Explosions, bullets, debris and particles, and tons of environment damage - if you thought SOS was full of little touches before, well, you've probably gotten the picture by how I've written this sentence that it's way better now. It's hard to capture the chaos in screens, but it's satisfying to throw a grenade that sets off a chain-reaction that tears through half of the electrical equipment in the area you're in.
4) BAD GUYS AND BOSS FIGHTS: Soldiers and common enemies have undergone a significant AI overhaul. They radio for help with things get suspicious; they talk to each other and investigate anything that's out of the ordinary; they patrol hallways using a pathing system that lets us control exactly where they can and can't go.
The bosses in SOS will make you alternate between smashing your head into your desk and squealing with delight! A lot of time and love has gone into designing and developing them. However, since we enjoy a sense of mystery (i.e. not spoiling everything in the game ahead of its release), I'm gonna go with the old japanese developer standby of "Please look forward to it."
5) AUDIO UPDATE: This one might come as a bit of a surprise but you know, these things happen. After very amiable discussions and some irreconcilable scheduling conflicts, Hyperduck and ATKMTN have parted ways for now, to be reunited down the road on a different project. They're incredibly nice dudes and we look forward to working with them in the future!
Don't you worry your pretty faces, though. We've got a great music man stepping up to the plate and we think you guys will agree with us when we make the big reveal.
That's all I've got for today! Up next is pushing forward with content. That's it. More bosses, more missions, more narrative. Comfortable with where the script is right now and super excited to finally get SOS and THE GREY MAN into your hands.
BE SURE TO CHECK OUT THE FIRST HALF OF OUR UPDATE REGARDING THE GREY MAN HERE , and be sure to visit www.attackmountain.com for more info!

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SCREENSHOT SATURDAY, PROJECT UPDATE EDITION 1/2: THE GREY MAN
Hello friends - this week we'll be giving you some long over-due updates on THE ATTACK PACK. Bryan is first with an update on THE GREY MAN:
The last five months have been a real exciting and exhausting rush into full development but we're finally there and cannot wait to show off what we have in store for you.
Since The Grey Man is largely a game about exploration and abducting humans it requires the player to participate in a lot of human observing and stalking before making strategic moves. Naturally it was important for us to create an organic environment that captured the living feeling of the outdoors in high detail so that the player could immerse themselves in the atmosphere of Tinderboone National Park right off the bat. This meant a lot of work went into the presentation of the outdoors - Â not only is there an eight layer parallax scrolling system for depth & various animals to give it life, but most of the props randomize from a variety of different designs. This means that while you and your friend may see a tree/cabin/table/bush/blade of grass in the same exact spot, theirs might look different from yours. You can explore the world and always find something visually new and refreshing this way.
This helped us reach an important benchmark that allows us to fully realize our vision for The Grey Man. It was important that we design a world that was always changing, so that things never become too bland during our cosmic friend's visit to Earth. There is a good deal of back tracking the player will encounter, which is why I like to sometimes consider âThe Grey Manâ a side scrolling open world game.
In order for the campers to properly interact with the environment and props while also looking different from one another, a huge amount of time was spent focused on human animation and replication. The humanâs personalities are an important factor here as well, as both Campers and Rangers have completely different sets of AI behavior. This extends from the way they react to the environment and props all the way to how they handle first hand encounters with the Grey Man. In order for our cast of characters to interact with the park as we envisioned, an armory of campsite props were designed for them to pick up and toss around. We wanted the interactions to be small and subtle, just enough to add some personality to our cast and give the player something fun to watch while they are observing the volume of space they are about to tackle as an inter-dimensional being. For example Campers will sometimes generate trash and toss it on the floor, but if a Ranger encounters some of this litter he might stop and pick it up.
On code side the project has undergone three major engine redesigns up until this point, and finally the final base of the gameâs code was implemented. This allowed us to move into level design which is currently well underway. Iâm excited to dig even deeper into development and flesh out Tinderboone National Park the way we always imagined, and to share this experience with you all.
Completed Features:
Vegetation randomizer provides an ever changing landscape each time you enter a scene, no two players will ever experience the same park.
Improved Forest Fire Tech and visual appeal that burns shit down with the power of the sun
Over 100 vegetation prop variants
8 layer parallax scrolling
Added interactive elements to the environment to deepen player involvement and their capture strategy
Overhaul of environmental FX bringing the landscape to life including rustling grass pollens, forest fog and moonlight flares.
Distinct biomes; Campgrounds, Ranger outposts, Meadow/Field, Forest/Deep Forest
Additional cast of forest wildlife to breathe even more life into the environment
Improved Grey Man abilities; Observe, Levitate, Monolith, Float and Blink
Over 30 unique Camper animations
Over 20 unique Ranger animations
Improved abduction gameplay loop
Improved tranquilization /recovery gameplay loop
Narrative vignette animations
Whatâs left?:
Fast travel system via UFO
Finalized Human / Ranger Interaction
Finalized Forest Fire System
Grey Man ability balancing
The bulk of Volume (stage) development
Narrative vignettes
A clean, non obstructive UI
Audio integration
Introduction
Outroduction
Be sure to check out the second half of our update regarding SOS HERE and visit www.attackmountain.com for more info!
A double whammy screenshot saturday for our sweet sweet fans on this sweet sweet Father's Day weekend
"GO HUG THOSE PEPS"
ATTACK MOUNTAIN SPECIAL GOOD-TIME UPDATE
ATKMTN SPECIAL GOOD-TIME UPDATE BULLETIN âBecause weâve got things to tell yaâąâ
PDF Press Download
1: THE ATTACK PACK RELEASES FALL 2014
MARK YOUR CALENDAR MACHINES FOR THIS FALL, OR TIME TRAVEL INTO THE FUTURE AND YOU CAN PLAY SOS + THE GREY MAN TODAY!!!
2: QUACK ATTACK 1985 TURBO DX RELEASED TODAY, IS FREE FOR YOU & ME
ITâS QUACK ATTACK 1985 REMASTERED. 60FPS, TRIPPY SCORE MESSAGING + PARTICLES, EGGS. MUSIC BY VIRT. DUCKS. FREE.
DOWNLOAD IT HERE (ZIP FILE, MEDIAFIRE)
ITâS YOURS NOW! BURN IT ONTO A CDR AND SMASH IT INTO THE GROUND!!!
3: NEW SOS + GREY MAN RELEASE TRAILERS THIS SUMMER KEEP AN EYE ON YOUR LOCAL INTERNET! YOUâLL NEVER KNOW WHAT HIT YOU UNTIL IT'S TOO LATE.
4: AUDIO UPDATE GOING A DIFFERENT DIRECTION WITH THE AUDIO IN BOTH GAMES. HYPERDUCKâS STILL GONNA DO STUFF BUT OTHERS WILL TOO. ITâS GONNA BE A WHALE OF A TALE!
âTHATâS IT SWEET BABIESâ
www.attackmountain.com
Hey kids, Happy Belated Sportsbowl Party! It's BYOB!
Be careful near the fire.
Here are some Forest Ranger concepts from before the holiday that you've never seen before! The top image features a usual pack of Forest Rangers, searching about as a flare shot by a fellow Ranger hovers above them.
Just under that is a rough blueprint for the cabin structure planned for the park. (Don't worry I've rubbed out all the juicy bits as not to spoil anything.)
CHEGGEMOUT!

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch âą No registration required âą HD streaming
2013 IN MEMORIAM
GOODBYE, 2013. YOU WERE A FINE YEAR FOR EVERYONE, MAYBE, BUT ALSO, WHO KNOWS? Perhaps you had an awful year. You see, life is like a box of chocolates - you keep eating them hoping you get one you like, and sometimes you do - but mostly you get that gross hard toffee one until all your teeth fall out.
I wrote this while Bryan was in Europe for the holidays. I wanted to take a hot second to look back at 2013 and what it meant for ATKMTN. If that sort of thing bores the hell out of you then you can stop reading now.
THE ATTACK PACK - Not only did we announce it via a kickass trailer featuring the vocal stylings of The Duke, it was successfully funded on Kickstarter! Don't know if you've ever tried to fund something on there before, but MAN - I think it goes without saying that it was a rollercoaster of madness. The game got great coverage from Indiegames.com, Indie Statik, and others. We even got shoutouts from some of our heroes like Behemoth's Dan Paladin and Irrational's main man (and fellow New Yorker!) Ken Levine. We can't wait to bring SOS and THE GREY MAN to your local computertron in 2014 - IT'S GONNA BE A REAL GOOD TIME.
QUACK ATTACK 1985 - We sprung a surprise game on ya in the form of QA1985, the arcade tale of a badass duck with nothing to lose in his endless battle with the Geese gang. Indie Statik called it a 'super compelling and fun' must-play, saying that it was '[overall] really satisfying'. We used most of the profits from this game to help out victims of Typhoon Haiyan in the Philippines - worth it! (If you haven't picked it up yet ya totally should, every dollar helps)
In closing we wanna thank ya if you've been chilling out with us so far. We love making video games - ask anybody. It's been, like, our thing since we were old enough to walk/speak to one another/terrorize other people. The fact that we get to do it as grown men, on the internet? Well, baby, that sure is fine.
That's it. Go home, take a nap or a hot bath or something - but not before you add us on Twitter (@attackmountain) and Facebook (facebook.com/attackmountain)!
2013 was a year, and 2014 is also a year - a year that is shaping up to be able to destroy all other years. We hope you'll play all the games we ever make.
-ATKMTN
ATTN: LET'S HELP OUT IN THE PHILIPPINES
Our hearts go out to those affected by the devastating Typhoon Haiyan earlier this week. You might already know the stats: 9.5 million people are affected by Haiyan in nine regions across the Philippines, with 620,000+ people displaced from their homes and communities. Things are really messed up over there right now - the good news is that together we can make a difference.
We've upped the price of QUACK ATTACK 1985 to 1.99, and every Friday for the next four weeks we'll donate 75% of whatever the game made that week to Americare's Philippines Disaster Relief Fund. We chose them because 97% of the funds they receive go directly to those that need them - it doesn't get tied up in administrative costs and red tape.
Purchase the game through www.QA1985.com and we'll take care of the rest. We'll be sure to let you know how much we wind up donating each week via our twitter account (@attackmountain) and on Facebook (facebook.com/attackmountain).
Be sure to share this around - the more people that see this, the more good we can do together!
-ATKMTN
"...channels the energy and spirit of commonplace arcade games from that time frame."
IndieGames.com covers QUACK ATTACK 1985Â for their Windows Pick series
"Accumulating eggs, dashing around dodging enemies, smashing into them when youâre dominating and evading them when youâre not, scooping up the enemy teamâs cache from behind them and jumping right into the lead â itâs all just really satisfying...All of this for only 99 cents. Thatâs a steal for a game packed with this much action and intensity!"
Read Indie Statik's in-depth review right here (spoiler alert - they said you should buy it)
HEY KIDS! WHAT DO YOU GET WHEN YOU FINALLY PUSH A DUCK TOO FAR? DESTRUCTION AND NEON RAGE, TURNS OUT.
ATKMTN is proud to announce QUACK ATTACK 1985 for your local PC machine! Duckster's finally had enough of those damned geese stealing his eggs; retribution is nigh with five unique game modes and non-stop crazy arcade action, all set to music by Jake 'virt' Kaufman. Can't wait? You won't have to for long; QA1985 drops THIS HALLOWEEN for a special launch price of 99 cents. Now THAT'S QUACKTASTIC!

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch âą No registration required âą HD streaming
We done did it - THE ATTACK PACK is funded in the 11th hour.Â
We'll be going dark for roughly a week to recoup. We spent nine months working on THE ATTACK PACK and building up to this Kickstarter, and now that we've cleared this challenging hurdle (which was in no small part the result of your support), we are going to take a week to clear our heads and get ready for the next step -Â getting THE ATTACK PACK done.
We are beyond excited to get to work and can't wait until we get these two awesome video games in your hands. Many thanks to all of you who've had our backs; you're a buncha sweet kids, let us tell ya that!
-ATKMTN
CONCEPT ART THURSDAY SPECIAL EDITION - AGENT'S ADVERSARIES
In this special post, we show you the baddies that you'll be squaring off against in the first two episodes of SOS, one of the two games in THE ATTACK PACK. Here's a little synopsis for some of the characters. Check the captions to see who's who in each image!
MIGHT OF THE STEEL HAND (EPISODE 1)
Lt. Fanibhusan -Â The Steel Hand's watchdog. He's quite obviously touched in the head, as he is literally unable to let go of anything. Once he becomes aware of the trouble the Agent is causing, he doesn't care who or what he destroys as long as he takes the guy down. Talk about Captain Ahabing yourself. It likely has something to do with almost getting killed in a chemical attack, which gave him the complexion of a zombie and caused him to lose an eye. Chemical attacks ain't good for your brain, dude.
SIERRA NEVER (EPISODE 2)
Gunnheind:Â A giant of a man who wields a massive gatling gun as though it's a baby's rattle. He doesn't say much, if anything, and tends to let his actions speak for him. He was hired by Sierra Security to helm their defense efforts following their 'radical shift in business strategy'. His job interview consisted of him eating a sheet of plate glass and destroying a turret with his bare hands. He's basically unkillable, which is not good news for his enemies (you).
Interrogator Wilkes:Â When The Agency's kidnapped scientist Dr. Brooke proved to be a tough nut to crack, Sierra Security brought in a man with a terrifying track record in interrogation. Wilkes has never NOT gotten the information he's sought; in fact, he's so effective at what he does, that he's gotten people to admit to things they never even did. Now that's skill. Rumor has it, though, he can't quite take it as well as he's able to dish it out.
49:Â A man from a rival Agency, and the Agent's superior in every way. He has the edge in experience and always seems to be one step ahead of the Agent at every turn. They've spent many years clashing, and when his employer gets wind of Dr. Brooke, they send 49 to dispatch The Agent and take her for themselves. Will Agent be able to take down his long-time rival? Or is this the end of the line?
This concludes our three part CONCEPT ART THURSDAY. If you can't wait for SOS or THE GREY MAN, you should totally rally the troops and support our campaign, so that we can make these games the way they were meant to be made!
-ATKMTN