An 80's-themed 4 player co-operative arcade shooter roguelike. Born in the Rezzed 2013 gamejam, out on Steam Early Access June 4th 2014!

Somewhere… somehow… someone’s going to pay. We just hope it’s not us.

A massive apology this week - we’re unable to release our weekly patch!

We were planning on dropping in so much great content, but a couple of crippling and very unexpected issues have meant we just don’t think we can release the update in its current - very untested - state.

I’ve done a video diary this week anyway seeing as I didn’t get a chance to last week (thanks Gamescom! Thanks broken PC’s!) and you can watch it above to see what we’ve been up to…


So what’s been plaguing us this week?

One issue has come about through our decision to update the weapon system. The aim (Get it? Aim!) was to make it more future proof, and allow us to be more generous/stronger/ better/faster with new weapons for you to play with in the future, and we just haven’t had the time to iron out all the wrinkles. Because the weapon system is used by the player, the enemies and some bosses, it would affect everyone all the time if we released it in a sub-par state, and that’s just not cool.

The main reason for this being unfinished is our second bug. Basically, the Mac build refused to work and we had to spend about two solid days figuring out why. It was a bit of a nightmare, but we had to do it because half of our dev team runs OSX, and they were unable to do any useful work without it. Not only that, but you guys running the game on what is already not-quite-parity with PC would have been very unhappy. So again, not releasing until that was fixed was paramount.

It has been fixed though, which is great but…

…this OSX build bug has done is mean we couldn’t polish the weapon system off properly, and again because it’s so integral, we don’t want to plop it in your lap without at least the amount of testing we do internally on other features.

What I’m hoping this means is that next week should be a bit of a bumper week - we’ve got lots done and very nearly ready to show in the downtime we’ve had, but it’s so frustrating because we just haven’t had the normal time we’d expect to implement it all to a satisfactory level.

I’m really gutted about this. It’s the first time we’ve simply said ‘no’ to our normal weekly schedule since we launched on Early Access 13 weeks ago, but we hope you’re all having fun playing as Dr Henk and throwing Molotov Cocktails around in the meantime.

Our sincerest apologies, and see you next week.


TANGO FIESTA - 50% off on Steam RIGHT NOW! Get it here.

We’re a machine! It’s what we do!

We’ve been hard at work this week, adding tons of fixes, tweaks and polish to the game. We’ve spent a considerable chunk of time working on general multiplayer online stability, there’s new music and sfx, and generally things have been tweaked and balanced to be even more fun than before.

Some of this is in response to the bugs we encountered in the Who Wants to Be a Killionaire? update, and others are in preparation for next week’s big update - more on that soon!

Mucking about with a mate - actually Stu our Producer at Mastertronic is Bionic Cop here

Sadly, though we’ve had a valiant effort (and are very very close indeed) we’ve still not solved the issue whereby players can’t join a hosted game if it’s the same host as last time. The best fix is to boot out of Tango and then back in - we’re so close, we nearly had it, but time waits for no man… let alone no goddamn weekly update :D

So what are these lovely changes that we’ve introduced - read on intrepid Tango Fiesta-nator!


- Added new boss fight music for Dutch Courage & Killionaire

- Added new weapon sound for Payne’s weaponry

- Network lobby listing now auto-refreshes every 2.5 seconds

- New error messages added to the network lobby browser, detailing why you were unable to join a lobby

- Added pagination to the leaderboards

- Added some leaderboard info to the base of the leaderboard


- Fixed issue being caused by Conchita spawning with the new weapons in Killionaire

- Fixed issue with the Mission Results splash screen not responding when restarting the game on mission failure

- Fixed issue with legacy save files conversion process causing the countdown to get stuck, and prevent levels being loaded

- Fixed issue with the Killionaires not being blocked by walls 

- Fixed issue where bosses would remain active on the mission results screen

- Fixed issue with the chainsaw not firing the sounds at the correct times

- Fixed bullet offsets for when the Killionaires use their respective weaponry

- Bosses now react correctly to specialised weaponry (Burner, Shocker, Dr Frosty)

- Fixed z-index on a number of props which were incorrectly flagged for z-adjustment

- Fixed issue with the wrong skin sometimes being set on spawn in Killionaire (wrong weapon shown)

- Fixed accuracy of arrows

- Fixed an issue which would sometimes occur when finishing a revive over online multiplayer.

- Fixed bug which was showing the wrong number of lobbies found in search results.

- Fixed issues which were being caused in the lobby search and host game options

- Fixed issue with Killionaire boss weapons not unlocking when defeating the relevant boss

- Fixed bug where bosses attacking each other could not kill each other, but would increase the score display

- Fixed rare occurence where the boss-fight would never complete, while playing in single player.

- Fixed missing backgrounds in the settings and leaderboards screens

- Fixed missing headers in character and weapon select

- Fixed missing background fade for control mapping

- Fixed spawn zone issues 

- Fixed bug with Killionaire bosses not triggering game-over state correctly when defeated

- Fixed bug with sounds that continue playing on death, during the Killionaire boss fights

- Fixed chainsaw sound from Lockjaw continuing after mission complete


- Updated Lockjaw’s behaviour

- Killionaire shotgunner weapon stats tweaked

- Direction arrows inner-bounds reduced to prevent UI overlap

- Direction arrows now rotate to point to the target

- Game debug info footprint reduced to prevent UI overlap

- Sound effects updated and tweaked

- New sound effects added for Snowflake & General Payne

- Updated password entry prompt in lobby selection

- Updated status messages for joining lobbies. Now also includes connection timeout bar when establishing a P2P connection

- Improved lobby failsafe management for joining a new lobby if previously being in a different one.

- Updated level-generator so that (once again) prop rooms can no longer overlap

- Updated level-generator to prevent bug which could cause props being loaded off of the placed tiles.

- Updated score values for each of the bosses.

More co-op fun!

EVEN MORE co-op fun!

And with that, we bid you adieu! Look out for news about our next planned update - it’s SCARILY exciting!


The brand new trailer for our latest content update to Tango Fiesta - Who Wants to Be a Killionaire? Out now on Steam!



We’ve added a lot of great new stuff this week, and we hope you enjoy playing with it all. First and foremost, as we’ve been teasing, we’ve introduced a brand new playable character!

Meet Conchita!

She’s five feet three inches of pure dynamite!

This short-fused sister is about to explode, just as soon as you download the update and get playing! She’s our smallest character yet which means she’s light on her feet, nimble, quick, can sprint for ages and sure knows how to handle herself. She’s slightly more accurate and faster on the reload than her giant ‘roided up male counterparts, but this is all balanced by having less health and doing slightly less melee damage too.

Let us know if she’s your new favourite!

We’ve also spent some time overhauling the results screens so that’s a LOT closer to how we want it in the final game, and…. we’ve introduced a level select and a snazzy way to choose a level too! Feast your eyes on this hi-tech solution to your progression-related woes:

Can’t get more 80’s than VHS, baby!

We’ve also added some new multiplayer-only ‘secret’ objectives which should add a bit of back-stabbing-flavoured spice to your games.


- New Level select screen added post-character selection

- New playable character, Conchita, and matching UI!

- Two new bonus objective types for multiplayer

- Let Off Some Steam

- Double Cross

- Chance that these will activate on completing the 3rd objective in a level

- Added new sound sets for Conchita

- Added save file indicator for when the game is saving


- Mission results screen updated to become more dynamic

- Mission results screen updated to handle correct character choices

- Hero stats have been tweaked

- Updated Coastal music layers

- Props and tiles now react differently to explosions and bullets, on a prop dependent basis

- Updates to the Coastal and Jungle level room layouts and generation system


- Fixed weird offset that was occuring on Bionic Cop’s confirmation panel

- Fixes to the grenades

- Fixed issue with legacy save-files not converting correctly to newer formats

- Fixed issue where the number of times being downed in a level wasn’t been tracked correctly

Conchita’s also going to be the feature character (and has helped us prep for) next week’s update… Who Wants to Be a Killionaire! We’re hoping to introduce a whole new world of challenges, traps, enemies, bosses and weapons - let’s see how much we can do in just one week!

We’ll be back, and not just in a re-run…



The biggest addition to Tango Fiesta this week is something you’ve all been waiting for - a brand new Objective type, the Radio Mast! You’ll have to fight your way to it, and then shut it down - but haccking the damn thing triggers an alarm and enemies are called in from afar to protect this iron girder comms tower.

If you’re in co-op you’ll have to cover each other while the hacking takes place, but in singleplayer the challenge lies in making sure the area is clear and then choosing your moments to retaliate.

Speaking of co-op, if you’re playing locally you can now have new players dropping in at any point in the game, with full character and weapon select functionality too - twice the fun, half the hassle!

Of course we’ve not rested there! We’ve also added some new tricks and traps to make your heroics even more… heroic! Land mines now appear occasionally, and pose a threat to both you and your hapless foe. If you spot them in time, you can use them to your advantage… but be careful because they really pack a punch!



Not only that, but we’ve added explosive barrels, and those parked Jeeps you may spot around the place now do just what you’d expect - they explode!

We can’t wait to hear what you think in the forums and over on twitter, so let us know how these changes affect the game!



- Added Join in progress gameplay when offline (unstable online, we’re patching this in later)

- Added new objective type, the Radio tower.

- Added landmines into the game.

- New sound effects added into the game

- Explosive Barrels added

- Explosive jeeps added


- Music layers now activate over the level time-span, instead of all at once.

- Radio guy now plays a sound when calling in support

- Updated pause menu to allow drop-out when in local co-op

- You can now backout of weapon-selection in between worlds.

- Updated death animations for enemies

- SFX tweaks

- Environment explosions now damage props correctly

- ATK sprite updated

- Radio Towers & Radio Support now use legitimate spawn locations

- Changed parachute stance to new parachute anim


- General performance updates when playing online [client side]

- Fixed Miller artwork not being rendered correctly

- General fixes to the animation system, including fix for the feet not behaving properly

- Fixed ambient sounds being played in the wrong level

- Fixed hunter explosion not damaging the player

- Fixed the weight on the radio support, should no longer slide forever when killed.

Hopefully you enjoy it all!


Well, over the next fortnight we’ll be introducing content from our very own gladiatorial futuresport gameshow - Who Wants to Be a Killionaire! And of course, as with each new world we introduce, we’ll be giving you new bad guys to fight against, new weapons to fight with, and new characters to fight as!

Meet Conchita!

She’s a bad ass chick who gets caught up with John Strong when they’re both forced to compete in Who Wants to Be a Killionaire! she’s rough, she’s tough, and if you so much as look at her wrong, she’ll call your bluff.

And then, because I can’t resists, one more tease… with some context…

"Uplink underground, uplink underground. If you say that one more time, I’ll uplink your ass, and you’ll be underground!"

Don’t touch that dial!