DevLog #002 – Making the First Block

Part of a series of posts in which we write a voxel engine from scratch for Android. If you missed the first entry in this DevLog, we talk about how we use chunks to store blocks in memory. It’s highly recommended you start here. Before we can start generating terrain, we have to think about […]

DevLog #001 – Let’s Build a Voxel Engine

Part of a series of posts in which we write a voxel engine from scratch for Android. In-between projects, we like to experiment with new tech to further enhance our in-house graphics engine (deepScene) and come up with new game ideas. Although we’ve only used our deepScene engine for 2D games so far, it’s actually […]

Privacy Policy Updates

Since we announced the news that Appijo is now a part of a larger creative studio, Drunk Animal, we’ve updated our Privacy Policies to reflect this, and to renew our commitment to protecting your privacy in all our apps. There are no changes to the kinds of data we collect or how we use it […]

Appijo Now Part of Drunk Animal

Appijo has always been small and independent, which allows us to innovate freely and retain ownership of our creative vision to bring original games to Android devices; however, as is pretty common among independent developers, our strengths can be found in dimly lit rooms churning out code, and not in reaching a larger audience. With […]