Blog2021-09-22T20:32:50+02:00
804, 2020

The World Update is out!

By |April 8th, 2020|0 Comments

Hey Drifters, We have the pleasure of announcing the release of our newest patch, the World Update! The world update reworks the town-traveling in a major way that opens up the game. Take to the seas with your new townheart, move to any location, grow your own seaweed and more! If you want to see what all is new, take a peek at the update overview below. The full patch notes can be found below as well. Thanks to everybody who tested this update on the experimental branch. You helped us shape and tweak the [...]

608, 2019

We have a new trailer!

By |August 6th, 2019|1 Comment

We are happy to announce that Flotsam is coming to Early Access on the 26th of September 2019! Watch the new trailer here: We're hoping to you will come along this journey with us! There'll be a lot more quirky stuff to share in the coming weeks, if you want to stay updated check out the Twitter, Steam page, Or have a chat with us on discord  🙂 Sea you there!

1804, 2018

Making the Desalinator – Part 1

By |April 18th, 2018|1 Comment

This blogpost I will be giving a quick look into our 3D pipeline for Flotsam by through the process of making the desalinator! I originally started showing this process in a twitter thread, if you prefer a more bullet-point approach.. check it out here. Concepting When sketching out a building concept for Flotsam we keep a few things in mind. Gameplay being the most important among them. As well as: how to visually portray it's function and whether the game engine can handle it. For gameplay, it was quite simple. A player can set an amount of fresh water to [...]

2608, 2017

Prototyping animated portraits in Unity

By |August 26th, 2017|4 Comments

Our student coder Julian prototyped a feature that has been on our wishlist for some time now. Below is his guide to adding animated portraits in Unity. […]

1603, 2017

Flotsam scoops away Grand Prix Award!

By |March 16th, 2017|1 Comment

Last month Flotsam scooped away the Grand Prix and Game Design awards at the White Nights conference in Prague. […]

202, 2017

Llamas Sailing Out

By |February 2nd, 2017|0 Comments

Ahoy! It’s been a long time since another update… Let’s change that! […]

3003, 2016

Designing friendly fish

By |March 30th, 2016|1 Comment

Designing sea creatures part 2: Designing doesn’t always go smoothly. There are many brick walls, times you’d hit your head against the wall and moments where you keep telling yourself to rework everything. For the friendly, regular fish in Flotsam, I’ve gone through every one of these phases. These fish don’t affect gameplay as much as other aspects of the game, but they provide a valuable visual addition, as they’re one of the main moving environmental features that tie the mood together. Here’s how I designed a small part of the living environment of Flotsam. [...]

2203, 2016

The Water of Flotsam

By |March 22nd, 2016|2 Comments

In this blog post I will cover the different approaches I took for defining the look of the water in Flotsam. Some attempts worked better than others, and some were just good learning experiences. At the time of writing this, no final decisions have been made regarding what approach will be used: nothing that will be covered in this post is guaranteed to be in the game, but I decided to write up what I’ve learned so far for posterity’s sake. […]

1603, 2016

The Flooded Environment of Flotsam

By |March 16th, 2016|0 Comments

Greetings! I’m Stan, the environment artist on Flotsam. In this post I’ll tell you more about the surrounding environment of your town, instead of focusing on the town itself like we did before. One of the defining aspects of Flotsam is probably the fact that your town is always moving similar to a huge floating island or boat. This makes the game different compared to other city-builders, where you usually have fixed places of interaction, like forests to chop for wood or blue crystals to mine for space dollars. In Flotsam anything interactable is constantly passing you. […]

903, 2016

Flotsam’s Character Generator

By |March 9th, 2016|3 Comments

As an intern at Pajama Llama, I’ve had the pleasure of being tasked with creating a system for the artists to create characters in Flotsam. Juda-Ben and Stan needed a way to preview and generate different people quickly, by combining the multitude of body parts and clothing items they modeled. There are over 85 clothing pieces and 50 body parts spanning over both genders. […]

203, 2016

Designing sea creatures for Flotsam: Part 1

By |March 2nd, 2016|0 Comments

Dangers of the garbage islands Lately I’ve been exploring lots of different design ideas for creatures that might appear in the game. I’d like to show a glimpse into this process, so here is the first entry in a series about the art of Flotsam! […]

2402, 2016

And the Belgium Game Award goes to… Hexjack!

By |February 24th, 2016|0 Comments

Hexjack has won the first Belgian Student Game Award! Last weekend the first ever Belgian Game Awards took place. Of course Pajama Llama Games being Belgian we wouldn’t miss that for the world! We couldn’t participate yet because Flotsam is still in development. Luckily we were joined by two talented interns recently. One of them being Michel Mohr. He was nominated for the Student Prize and won! […]

1306, 2015

A view on Flotsam with our first wallpaper

By |June 13th, 2015|0 Comments

We've been busy working on the site for Flotsam, including the painting that will go on top. Here's a little preview of that!It also shows a nice updated version of what we want the game to look like, including some of the actual buildings like the shipyard, windmills and lighthouse. We've made some wallpaper versions for you to enjoy as well, which you can download here: 1920x1080 & 2560x1440