Episode 2 of Series 2, this is our second patch video since launch, introducing a brand new boss as well as tons of tweaks to every gun and the combat system, various bug fixes and more. Have a watch!


We’ve added a brand new boss for the Jungle levels!

After working long and hard on tweaking combat and every single weapon in the game, plus various bug fixes, tweaks and community-suggested changes, we decided it was time to unleash Queen Yatcha on you wonderful lot!

Currently only available in singleplayer or local multiplayer (we’re still facing some troubles with all bosses in Online play), Yatcha Queen is from a race so damn ugly that they invented stealth suits! She’s too vain to use one though, so expect some other tricks up her sleeve!

We’re also aware that there is some kind of sneaky bug in Jungle that seems to occasionally affect the frame rate. We’re hunting it down right now, apologies for the issue but we didn’t want it to stop us from delivering on our weekly update promise!



- New audio sting at the start of boss fights

- Updated Boss Intros

- Added new particle systems

- Objective Destroyed Smoke

- Blood gib effects on enemy damage

- Aura effect for medkit and ammo pickups

- Explosion effects

- New Boss! Yatcha Queen, boss of the Jungle (offline only for now)

- New Boss UI showing boss name & Health bar

- You can now re-select your weapons after a boss fight, for the next world (Offline only for now)


- Increased the size of the Hunters in the jungle level.

- Updated spawn routine of the hunters

- Restarting a mission now takes you to the first stage of that world, instead of back to Coastal

- Modified accuracy and damage on Hunter weaponry

- Updated Weapons - New rates of fire and damage on almost every gun in the game

- Updated collision accuracy for bullets

- Increased speed of all player bullets, reduced lifespans

- Matrix 80 Accuracy reduced

- Gordon boss music updated

- Grenade radius and damage reduced.

- Grenade knockback increased

- SFX Tweaked

- Gordon’s Knife attacks now do less damage

- Restarting the game now restarts from the current world, not the game

- Updated level generation algorithms to be more optimal


- Fixed online movement collision

- Score display no longer resets between worlds

- Fixed mission intro prompt displaying wrong mission for Jungle 3

- Fixed issue where hunters weren’t being recycled correctly, causing them to get stuck

- Fixed objective huts in the jungle not changing art asset when destroyed.

- Fixed legs in the jungle, which would sometimes stay invisible when not in bushes.

- Fixed music playback issues

- Fixed hunters sometimes laughing forever before they die

- Fixed issue where enemies killed in the last stages of the previous levels would carry over into the next level, doing their best impression of strobe lighting

- Fixed issue with the camera zoom not resetting when breaking focus

- Fixed issue where level progression online would break

Known Issues:

- Bosses do not work online, we make the game skip them

- Clients seem not to have any HUd info other than objective- and player-arrows after the second level

- After Jungle-3, you will land back in the lobby. We’d love to say starting a new game from there work 100%, but it doesn’t. Give it a go though!

- Clients do not see chat in the Lobby on game-loop

We also had a few issues reported and updated with a Patch 6.5, containing the following fixes:

- Keyboard & mouse players can now interact with the inter-world level select screen without any issues, so you guys can all progress through the game properly now! - We’ve fixed smoke columns at destroyed objectives so it doesn’t linger into the next level. - Shotgunner Enemies were travelling at crazily high speeds once players progressed beyond Yatcha Queen and into the New Game Plus loop. Now fixed! Enemies still get harder on successive game loops, but are no longer doing impresions of The Flash.

Source: tangofiesta

Be careful.. i don't wanna lose this baby...


Ok, lets talk co-op.

as many of you know, one of the biggest and easily one of the most fun additions to Rebirth is local single screen co-op.. and here is how it works.

when you are playing isaac, a friend/mom/soul mate can join you by pressing start on the 2nd controller (or 1st controller if…

Co-op is a great addition to any action game, can’t wait!

Source: isisaacdead


Our brand new launch trailer! Featuring our first Boss & several brand spanking new game mechanics :D

A very proud day today…

Source: tangofiesta

Still needs more work but a good start I think. Melee swipe with dust cloud - hoping to get this into Tango Fiesta’s first or second update maybe?

loving this :D


Still needs more work but a good start I think. Melee swipe with dust cloud - hoping to get this into Tango Fiesta’s first or second update maybe?

loving this :D

Source: letsbrockblog


Brand new trailer - and a launch date of 4th June on Steam Early Access!

Source: tangofiesta


This is the interview Andrew (Smith) did with Ian Higton from eurogamer - hopefully it does a good job of explaining what Tango Fiesta is all about :D

Source: tangofiesta


Ever wondered why this guy wears a chain mail vest?

… to go with his hand-tooled chain mail lingerie.

Our first Boss design! :D

Source: letsbrockblog


This is day zero for Rezzed… we travelled to Birmingham on the Thursday to set up. Thrills! Spills! Last minute bug fixes!

What a trip! :D

Source: tangofiesta


Character design for Tango Fiesta. This guy thinks he’s a robot!

Loving this guy so much!

Source: letsbrockblog

Unless you live under a rock-… wait.


I can’t pretend we’re all that and a bag of chips.

Today was a big day for Spilt Milk, and me personally. We are finally able to announce that Tango Fiesta - our top down co-op shooter homage to all things 80’s action movie - has been signed by Mastertronic and is on it’s way to Steam via Early Access (the current aim is some time in April this year).

We’re incredibly excited. In fact, that’s an understatement. We’ve been working on and off on the jam version ever since it’s inception at Rezzed 2013. We loved it so much, we carried on a few more 8hr jams off our own backs, and then we thought we should pitch it around. So we did.

We met Mastertronic through my work at Appynation, and I’m glad I did. They’re a very savvy bunch, dedicated, they love games, and they’re no interest in signing a game and then moulding it. They sign what they want to play, so that means we’re able to make what we pitched. It’s a great, fresh and trusting relationship. I couldn’t ask for more.


So far we’ve been announced as part of the show at this year’s Rezzed (run by Eurogamer) because they’re bringing back the jam that birthed the game last year. We’ve had an interview with a bit of background on the team over on Gamasutra, and we’ve had a piece appear on Rock Paper Shotgun too. There’s been a ton of activity on twitter, with loads of friends and people unknown to me (as well as a few famous devs) sharing the news. It’s fantastic!

We’ve also posted the first in our (hoping to be) daily video dev diary, which you can check out here.

I think that’s it.

What does this mean for Spilt Milk, and also Lazarus?

Well, for me it means working for at least 7 months on a game I’ve dreamed about making, with a team I can’t fault, with a publishing partner who really complements our skills, on a platform I love. 

For Lazarus it means we have to wait. Every waking minute is being dedicated to Tango Fiesta right now, but Lazarus is literally a day or two of dev away from submission candidate. When we get a chance, I’m positive we’ll jump on that. If I had to guess, that’ll be some time soon after Rezzed, which is at the end of March. It’s definitely coming out :D

Things are going to be very busy for us this year. Two games pretty much guaranteed to release, and who knows what else.

Stay tunes, things are bound to get interesting!