Tuesday, November 24, 2009
Vote for 'Sposion Man!
Have you played 'Splosion Man yet on Xbox LIVE Arcade? If you haven't you should check it out, we highly recommend it. It's a really cool, fun game and it's been selected in the 2009 Spike TV Video Game Awards as a nominee for Best Indie Game.
This year the winners will largely be decided from the public vote, so if you're a 'Splosion Man fan you should go show your support for 'Splosion Man and Twisted Pixel by giving it your vote on Spike TV's Web site. You can vote now by clicking here!
Friday, November 13, 2009
A Kingdom for Keflings coming to PC
NinjaBee, located in
For more information, please contact the numbers above or visit http://www.NinjaBee.com.
Wahoo Studios and NinjaBee are registered trademarks of Wahoo Studios, Inc. All other company names mentioned herein may be trademarks of their respective owners. Copyright © 2009 Wahoo Studios, Inc., All Rights Reserved.
Wednesday, October 28, 2009
Ghost in the Shell Premium Theme
As of this morning you can now get the Ghost in the Shell Premium Theme for your Xbox 360 Dashboard. And since you can't look at it before you buy it, we want to give you a little taste of what it looks like.
Keep in mind, the images here aren't finished screenshots. What you see here are our production screenshots that have placeholder boxes instead of real content. But this will give you an idea of what it looks like before you go out there and spend 240 big ones (Microsoft Points) on it.
FAQS
-You can find the GITS Premium Theme under "Anime Presented by Xbox360" under the "Themes and Gamer Pictures" section on your dashboard
-Priced at 240 MS Points
-This is not actually a NinjaBee product. It belongs to Starz Media. They hired us (our Wahoo Studios division that does contract work for other publishers) to make it for them.
Main Dashboard
Friends Channel
Games Channel
Media Channel
Tuesday, October 20, 2009
NinjaBee Releases Kaloki War, Completes Conversion of Full Xbox 360 Game to iPhone

“This isn’t the first Xbox game to be adapted to the iPhone,” said NinjaBee’s art director and co-owner Brent Fox. “But what makes these games special are that they’re not a ‘dumbed down’ version of the original. You get the full content from the Xbox 360 version and you can take it with you wherever you go.”
Kaloki War contains the complete combat scenario from Outpost Kaloki X, one of the original launch titles for the Xbox 360’s downloadable service, Xbox LIVE® Arcade. Aside from adding the new combat/defense element to the space station tycoon-game series, Kaloki War adds additional content including ten new levels and four bonus scenarios. From start to finish NinjaBee’s three iPhone games contain around 25 hours of cumulative gameplay. Each game is also equipped with an auto-save feature that makes picking it up and playing easy for short, on-the-go-type situations or for longer periods of time.
“The games utilize the iPhone’s touch functionality extremely well,” said Kevin Heap, the lead programmer for the Kaloki games. “It makes them really fun to play. It feels like the game was originally designed for the iPhone.”
Kaloki War is the perfect challenge for aspiring space station tycoons. Players must strategize to build up profitable and efficient space stations while trying to defend them from hostile marauders. The game offers new buildable expansions previously unavailable in the other two Kaloki games that will help them strengthen their stations' defenses to survive in an intense race against time. Players who fail to build up their station in time face total destruction from an onslaught of relentless attackers.
The three iPhone games make up the three storylines from the Xbox version of the game. The newly released Kaloki War contains the game’s war story, adding combat and a heightened level of intensity. Kaloki Adventure, the largest of the three games, contains the adventure plot where players must hone their space station management skills and work their way through the story’s 16 comedic levels. In Kaloki Love iPhone users can play the game’s love story, where they seek to balance building up their space station and a quest to find true love.
Kaloki Adventure, and Kaloki Love are also available on the iTunes App Store for US $1.99, and $0.99 respectively. For more information about Kaloki War please visit http://ninjabee.com/ikalokiwar/.
Friday, October 16, 2009
A Kingdom for Keflings gets title update
Keflings get stronger, kingdom gets safer
Have you ever played A Kingdom for Keflings on Xbox Live and some griefer comes into your game and starts smashing up all the buildings your kingdom? Don’t you just HATE that? So do we. So we fixed it.
In case you didn’t notice the last time you played A Kingdom for Keflings, NinjaBee has updated the game. Many of the update’s new features will likely go unnoticed but two new features should make most gamers smile.
First, random players can no longer come into multiplayer games played on Xbox Live and break your buildings. Only gamers who you have accepted as friends on Live will have the ability to break buildings in games you host.
Second, all of your Keflings just got a big helping of electronic spinach. (Well, not a BIG helping.) From now on transporter Keflings can now carry three resources instead of just one. Hooray!
Other fixes include various performance issues and other minor bugs. Plus, the new update enables the game to support new, future DLC….
Thursday, September 24, 2009
NinjaBee gives away 3 weeks of free Love!
iPhone Apps go on sale
Whoa there, don’t get too excited - it’s not THAT kind of free love. We’re getting ready to launch the third and final game in the Kaloki series for iPhone and iPod touch, Kaloki War! So, to prepare for the new game (coming in the VERY near future) NinjaBee is placing our first two iPhone/iPod touch games, Kaloki Adventure and Kaloki Love, on sale for three weeks on the iTunes App Store!
For a short time you can now get Kaloki Adventure for just $1.99 and Kaloki Love for FREE!
Aren’t free games awesome? Especially really cool ones that are iPhone versions of award-winning XBLA games that you can take with you anywhere and provide you with hours and hours of challenging, entertaining, portable electronic bliss?
No need to thank us, and no applause, please. (Just throw money.)
Note: Kaloki Adventure has a tutorial but Kaloki Love does not. If you would like one you can download the lite version of Kaloki Adventure (Kaloki Free) for free.
Friday, August 28, 2009
NinjaBee Reveals Title to Cloning Clyde’s ‘Spiritual Successor’

Ancients of Ooga coming to Xbox Live Arcade
“Ever since we released Cloning Clyde we’ve been bombarded with requests for a sequel,” said John Nielson, founder of J. Kenworthy Entertainment. “Although Ancients of Ooga is not a sequel to Cloning Clyde, it is what we like to call a spiritual successor because of how heavy an influence Cloning Clyde had on its creation. Just like Cloning Clyde, Ancients of Ooga is going to bring originality, humor, its own unique artistic style, and extremely creative gameplay to Xbox Live Arcade.”
Cloning Clyde was originally released in July of 2006. No release date has yet been announced for Ancients of Ooga.
Tuesday, August 25, 2009
Indie Studios NinjaBee and Grubby Games Team Up on WiiWare Title
More than a year of work has been put into fine-tuning The Amazing Brain Train and adapting it for the Wii. The result is a fun, ultra-challenging and addictive brain training game that is unlike any other in the WiiWare library.
Wahoo Studios, located in
Wahoo Studios and NinjaBee are registered trademarks of Wahoo Studios, Inc. All other company names mentioned herein may be trademarks of their respective owners. Copyright © 2009 Wahoo Studios, Inc., All Rights Reserved.
Based in
Thursday, August 13, 2009
Arcade Afternoon to feature two NinjaBee games
Tuesday, August 11, 2009
Podcast Interview with Steve Taylor - President of NinjaBee

Every once in a while it's nice to hear from the brains behind the games. Steve Taylor, co-founder and President of NinjaBee/Wahoo Studios recently made an appearance as the featured guest on the season finale of GoGcast, the video game podcast produced by GatheringOfGamers.com (an online community and social network for gamers).
During the show's 90 minutes Steve opened up about how he came to start a video game company, answered questions about the development and gameplay of some of NinjaBee's most popular games and may even have leaked a little information about our next big (and not-yet-announced) Xbox Live Arcade game.
If you want to hear what Steve had to say, you can find and listen to episode 20 of GoGcast (the Season 2 Finale) here.
Friday, July 24, 2009
And the winner is...
And a very special congratulations to the contest winner, J. Hency. You guys rock!
Here's the contest - Good Luck!!!

Here are the questions. The contest closes in 15 minutes, so hurry and send us the answers to these questions to info@NinjaBee.com. Make sure to put "Contest" as the subject line. Good Luck!
1. Name one kind of bug you fight against in the trial version of Band of Bugs.
2. How do you 'capture' something?
3. What kind of bug is Jabilo, the fire mage who joins your team in the final level of the demo (also found in the full game under 'Stand Alone Missions' as 'Demo Level')?

Thanks everyone for playing Band of Bugs and for joining our contest! We'll contact and then announce the winner before 8 p.m. EST.
Tuesday, July 21, 2009
NinjaBee Contest -- 1600 MS Points!!!!!
Hey all, it's contest time at NinjaBee! And yep, you guessed it, the prize is 1600 MS Points!What's up
So earlier this month NinjaBee updated Band of Bugs on Xbox Live Arcade allowing you to play and fight as your avatar in the single player campaign or with your friends in the multiplayer 'Spider Hunter' mode. It also added a new level to the Stand-Alone Missions.
How to win
So here's how the constest works. This Friday (July 24) at 7 p.m. EST we're going to post a couple of questions here on our blog about stuff from the playable levels on the free trial version of Band of Bugs (it won't be hard, just play and have fun). So put it in your download queue and see what it's like to have your avatar kick some serious insectoid booty.
*If you already own Band of Bugs it's levels 1-3 on Maal's Story and 'Demo Level' from the Stand-Alone Missions.
Once the questions have be posted you will only have 15 minutes** to email the answers to info@ninjabee.com. The winner will be selected by our own super-secret, high-tech selection process (drawn from a hat) and will get the 1600 MS Points!
Good luck and have fun playing Band of Bugs! See you then!

**We switched to this method of selecting the winner to make the contest more fair to everyone with stinky slow internet.
Thursday, July 16, 2009
iPhone Developer NinjaBee Announces it has Finished Making Love

"Right after finishing up Kaloki Adventure, we started work on Kaloki Love,” said Steve Taylor, president of NinjaBee. “Making Love was fun, but a lot of work - a lot of give and take, you know? Making sure everyone was satisfied took a lot of stamina, but in the end the whole team was happy."
Kaloki Love is a new way to build a space station. Players will fill the boots of a dashing new "hero" as they meet four potential sweethearts and woo the dream girl of their choice in this romantic five-part story. Multiple endings based on how the game is played means the player can always experience new romances or fix failed ones. The game also includes five bonus scenarios with goals and new strategies.
Features of the iPhone/iPod touch game include:
- Five Levels of space station management and falling in love
- Five bonus scenarios which feature fireworks, asteroids, Greek gods and more!
- A distinctive art style and a catchy soundtrack
- Auto Save: progress is automatically saved in the event of a disturbance
- Easy-to-learn, friendly and fun for the whole family.
The original game, Kaloki Adventure, is available on the App Store for US $2.99 (http://linktoapp.com/kaloki+adventure) and a taste of the game, Kaloki Free, can be downloaded for free (http://linktoapp.com/kaloki+free). One additional story in the Kaloki universe, Kaloki War, will be released at a later date. For more information about Kaloki Love for iPhone and iPod touch, please visit http://www.NinjaBee.com/ikalokilove/
About NinjaBee
NinjaBee, located in
For more information, please contact the numbers above or visit http://www.NinjaBee.com.
Wahoo Studios and NinjaBee are registered trademarks of Wahoo Studios, Inc. All other company names mentioned herein may be trademarks of their respective owners. Copyright © 2009 Wahoo Studios, Inc., All Rights Reserved.
Apple, the Apple logo, iPod, and iTunes are trademarks of Apple Inc., registered in the
Wednesday, July 08, 2009
Come Play with Us!
* gostay (Steve, President)
* YaZeus (Kevin, Lead Programmer)
* Big Blue Fox (Brent, Art Director)
* dajuse (Justin, Project Manager)
* T G Welfman (Eric, Programmer)
* Marmosetofdeath (Jeremy, Lead Designer)
* johnseph83 (John, Programmer)
* DarkMount (Jeff, Artist)
* scarabman (Ben, Designer)
* Abbasax (Jason, Test Lead)
* ThePr0tege (Mike, Tester)
* NinjaGirl01 (Valerie, PR/Marketing)
Tuesday, July 07, 2009
iPhone Developer Spotlight

When did you start developing apps for the iPhone? Did you have previous experience as a developer?
We started working on the iPhone in October 2008. Wahoo Studios has been around since 2001 and in 2004 we created the NinjaBee brand to showcase our independent, self-published games. We released Outpost Kaloki X in November 2005 with the launch of the Xbox 360 on Xbox LIVE Arcade. So we’ve got lots of experience making video games, but this is our first for the iPhone.
What / how many apps have you made so far?
We have 2 apps out right now - Kaloki Adventure and Kaloki Free. We’ve also got two more apps on the way; Kaloki Love and Kaloki War.
What type of apps/games/software inspires you? Where do you get your ideas?
I’m inspired by games that make you think - which usually means simulation/strategy games - but I’m a sucker for a compelling story with just about any genre of games. There have been so many games that have inspired me since I was a kid, but the game that really inspired me to want to *make* video games was the original King’s Quest game.
Thursday, July 02, 2009
Band of Bugs Music
Hopper's Groove
Insectus Maximus
Many-Legged Mayhem
Jungle Pygmy Bugs
Tuesday, June 30, 2009
Band of Bugs gets Avatar support and all-new DLC
OREM, Utah – June 29, 2009 – NinjaBee, the creators of the first fully-enabled Avatar game on Xbox LIVE® Arcade, A Kingdom for Keflings, announced today that beginning July 8, Band of Bugs will include Avatar support. In addition, NinjaBee will be releasing Tales of Kaloki, a new, game-changing DLC for Band of Bugs.
The Tales of Kaloki DLC is based on NinjaBee’s first Xbox LIVE Arcade game, Outpost Kaloki X. The DLC is set in space and uses the basic mechanics of Band of Bugs but adds a new tile set, new characters, new story, new skills, new strategy, new attacks and new abilities.
“We’re giving you an entirely new game,” said Steve Taylor, president of NinjaBee. “The Tales of Kaloki DLC is Band of Bugs but with long-range combat using lasers, rocket launchers, OO rays and a ton of other sweet weapons to blow attacking space ships to smithereens. It’s all the wackiness from Outpost Kaloki X and tactics from Band of Bugs rolled into one, and we’re stoked to be releasing it.”
In addition, NinjaBee will release a Band of Bugs Premium Theme. This theme, which features scenes from the game and concept art, can be downloaded through the Xbox LIVE Marketplace for 240 Microsoft Points.The Avatar support will be added to the original game for free and the Tales of Kaloki DLC will be purchasable through the Xbox LIVE Marketplace for 240 Microsoft Points. Like the extensive collection of DLC already available for Band of Bugs, Tales of Kaloki can be played by downloading the original game, Band of Bugs (800 MS points). The Avatar support, Tales of Kaloki DLC and the Premium Theme will be available Wednesday, July 8. Band of Bugs is rated E for Everyone.
About NinjaBee
NinjaBee, located in Orem, Utah, began developing games in 2004. With every game they make, NinjaBee’s goal is to create a unique, top-quality, fun experience for people of all ages. Their popular titles include Outpost Kaloki X, Cloning Clyde, Band of Bugs, Boingz, Doritos Dash of Destruction and A Kingdom for Keflings.
For more information, please visit http://www.NinjaBee.com.
Wahoo Studios and NinjaBee are registered trademarks of Wahoo Studios, Inc. All other company names mentioned herein may be trademarks of their respective owners. Copyright © 2009 Wahoo Studios, Inc., All Rights Reserved.
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Tuesday, June 23, 2009
Avatars and Fireballs
To clear up any confusion, this image was taken from a screenshot from the game. Our art director, Brent, took it from the screenshot and erased the background, touched up the color, tilted the positioning so the Avatar was in a better position and added a glow around the Avatar, but other than that, nothing was added in terms of the fireball. You will, in fact, be able to throw a fireball in this game. And a whole bunch of other really cool stuff.
Later in the week we'll be posting more info on this new prospect, so follow this blog, follow us on Twitter, or check out our forums for more info!
Tuesday, June 16, 2009
Indie Game Developer: The Definition
My desire to unite the world and promote love and happiness has driven my quest for an answer. Not just an answer to satisfy myself but one that is so clear and so undeniable that everyone must agree, “That’s Indie.” I believe that, in a moment of pure brilliance, I have uncovered the truth.
Drum roll…..
Indie is exactly what you are. Anyone who you think has an advantage over you isn’t Indie.
I was fortunate enough to spend a couple of years living in Italy. There I learned something about human nature. Many of the northern Italians believe that their culture and traditions are different from the southern Italians. They also believe that they are slightly superior to their southern neighbors. The northern Italians are quick to point out the higher crime rate in southern Italy and the fact the Italian Mob also began there. I believe this type of division is common in many countries, cities and even small towns. The fact that this division exists isn’t interesting in itself. The interesting observation is the geographical location where everyone places this division between the north and the south. I lived in many different cities during my stay in Italy and I noticed that everyone placed the division just a little south of where they lived. The further north a person lived the higher he or she felt that dividing line should be. In fact, in some very northern cities many of the Italians consider themselves to be Swiss. They were just stuck in Italy because of some arbitrary division of countries and would quickly point out that their ancestors, living in that very city many generations ago, hadn’t always been Italian. Despite the fact everyone in these towns can speak perfect Italian, many would choose to not speak Italian and often pretend they didn’t know how.
This same type of thinking is often apparent when developers are finding reasons to disqualify a developer from holding the honored title of “Indie.” This list can be as innumerable of the stars. It is rare that a definition is solely based on what qualifies a developer, but instead focuses on what limitations a developer must embrace. Some of these restrictions include items such as the following:
• Big publisher financial support
• Budgets that are too big
• Financing from investors
• Too much industry experience
• Publishing on platforms other than PC or Mac (no consoles)
• Publishing on any platform or with any web site that has restrictions or requirements
• Having worked with publishers - ever
• Previous Indie development success
• Schedules that are considered too long for the development of a single game
• Too large of a team
• Use of office space for development instead of a basement
• Use of commercial software or big commercial game engines
• Telling a story in a game
• Visuals that are too high-end and pretty
• Use of 3D
• Making a game that is mainstream and commercially viable (No first-person shooters)
• Desire for financial success
• Lack of distain for authority and publishers
• Not high enough quality
Of course this is just a small sampling of disqualifiers. The amounts on some of these items also can vary greatly. For example, on the budget issue, some developers go so far as to say that you shouldn’t spend any actual money--everything should be done with free, volunteered labor--while others might place the budget cap at $1 million.
Some of these restrictions seem very logical and fair and some seem totally ridiculous. But look closely. Can you see how each item actually reveals the self perceived flaw or weakness of the developer who is using these criteria as a means of disqualification of other developers? For example, the developer who excludes developers who use too large of a team may actually wish he had a bigger team or at lest think he could make a better game with a bigger team. Take thought before you next choose to cry out in protest--you may be inadvertently exposing your innermost insecurities to the world.
There are some developers who feel confident enough to include other developers with larger teams and lots more cash than themselves in the sacred Indie circle. These individuals simply believe that these factors don’t actually provide as strong of an advantage as other attributes often found in Indie developers. With creative freedom and a willingness to take risks, they can make amazing games that aren’t dependant on big teams or big budgets.
This definition doesn’t answer the question of who should be granted the privilege of entering an Indie game development contest. However, it forces me to think harder about my own evaluation of who I consider to be an Indie developer. The next time I try and make this distinction, I should ask myself the question, “Would my opinion change if I was just like them?”

















