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!


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!


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.


Patch #3 out now! (plus boss sneak peek)

Excuse my friend. He’s dead tired.

That’s because we were at Radius Festival in London on Friday & Saturday… but did that stop us from making Tango Fiesta better? No it did not!

We managed to isolate and fix some interesting bugs, while improving the combat a touch too. And that’s all while appearing on the livestream with Mike Bithell & Rami Ismail from Vlambeer playing our humble little game! Mega shout-out to Andrew Roper (Tango’s programmer extraordinaire) for making that so much fun to watch :D

So, those tweaks we’ve made?

Pause & Quit

You can now Pause the game and either Resume or Quit right out in Singleplayer! You can do the same in Local, but in Online games - while you can still bring the menu up and Quit out as either Host or Client - you can’t pause the action. It’d be a bit of a nightmare to code, and frankly it’d annoy all the other players too :D Obviously if the Host quits, the game ends. We’re not sure if/when we’ll be able to get Host Migration in, it’s pretty advanced stuff!


We’ve overhauled the revival system so that, fingers crossed, it no longer gets confused with players. We saw a lot of issues at Radius festival regarding this, which was actually rather good because it’s hard to track down by ourselves! We’re aware that the visual info sometimes doesn’t pop up for everyone, but rest assured if you see a downed teammate, run over and hold ‘Action’ then you’ll help him back up… with half health.


Player Pointers

In both Local and Online games, we’ve added small colour-coded arrows to the HUD. Never again get stranded or lost! It’s a tiny thing, but dang if it doesn’t help out a lot.


We’ve added a red flash to enemies - and a white flash to the player - for every time they’re hit by an attack. It makes it feel even better when you’re winning, and gives you more info about when you’re losing. Or rather, if the amazing dodging around all those bullets was actually amazing or not.

Jungle Bad Guys

We noticed that Jungle was a bit broken. It wasn’t spawning in our special (semi-invisible, ugly, laser gun toting) bad guys, and so the level was proving very difficult to finish. But we fixed it! So now the game should play properly, progress properly, and you’ll all be having more fun. Or dying more.

Remember… if it bleeds, you can kill it.

Finally, a bit of a treat. We’re hard at work on the bugs, of course, but we know you guys want more bad guys to fight with more interesting behaviours, more objectives to complete, more movie references to giggle/groan at… basically more content and more fun.

Ewan and myself have been hard at work on tons of new stuff that we’re going to introduce in the next few regular patches. We’re very hopeful that this week should see the introduction of our Jungle Boss, and so we thought you’d like a sneaky peek at her!


We figured that the real story behind an alien race that has stealth tech - and is only really ever described as an “ugly mofo” - is that they invented cloaking devices because they’re so darn ugly! They didn’t want to have to look at each other all the time!

She’ll be attacking you with alien slime and a stomp attack… and is called YATCHA QUEEN!

Look out for her towards the end of the week (with luck) and we’ve got plenty more cool stuff to show off in the coming weeks & months.

Until next time… stick around!




- Visual damage effect for enemies and players (red flash for enemies, white flash for players).

- Pause menu added to online & offline gameplay.

- Added shadow to player and bullets.

- Added letterbox effect when the camera is focussing on a point of interest.

- Added arrows to show where team-mates are when off-screen.


- Updated how health updates are synchronised over the network in online games.

- Updated grenade behaviours (diagonal throws work properly now).

- Health packs now restore 100% of your health.

- Heavy Machinegun Enemy now has more health.

- Heavy Machinegun Enemy now shoots fewer bullets per salvo.

- Heavy Machinegun Enemy now shoot slightly slower (time between bullets increased).

- Player’s shotguns tweaked (slightly less range, fewer pellets).


- Re-wrote the revival system for online and offline play, removing the bugs that were being encountered (admittedly still some hanging around).

- Bullets no longer collide with enemy corpses.   

- Fixed character selection for local games, so it should lock in your character at the correct time.

- Fixed damage effects not showing up in online multiplayer for clients.

- Fixed grenade explosions not showing up on clients in online multiplayer.

- Fixed keyboard control issue where you were unable to revive other players.

- Fixed predator enemy type spawning routine in the jungle levels.

- Player melee attack range fixed.

- Spacebar now no longer triggers weird noises in the Lobby when typing in chat.


Tango Fiesta Patch #2 out now

Welcome to the party pal!

We’ve fixed tons of issues with Tango Fiesta, but the main good news is enemy spawning and Online Multiplayer now both work, are fun, and balanced! Still a few bugs, but hey, we’re fixing them too.

Basically we’ve spent the last week and a half fighting with the online play and trying to make it as stable and fun as possible. We’ve pretty much succeeded I feel, but it’s been a hell of a battle.


- Level loading times are now at least 100% faster
- Building debris no longer stays between levels
- Characters now wade/swim in water
- A skippable camera tween & pan added at level start
- New OBJ ATK arrow asset added
- LMB click anywhere on the mission intro screen now triggers game on
- ‘Enemy Count’ added after all objectives are destroyed.
- Have one mission arrow point to nearest bad guy after all OBJ’s are destroyed
- Mac/OSX fixes including a boot crash and focus grabbing at launch.
- Enemies are spawned into valid spawn locations
- We’ve rebalanced the modifier on the amount of players versus the amount of enemies that are spawned for multiplayer matches.
- We’ve fixed Z-depth ordering
- We’ve made sure whatever menu you’re in, the player’s ‘back’ button will take them back up a level.
- We now restocks the player’s grenades between levels.
- The sfx on the Arius A1 now fires off properly.
- Added VO for the 12 Gauge in the Gun Shop
- Added VO for the VCR in the Gun Shop
- Gun unlocks now work in the Gun Shop
- Various animation fixes for player characters.
- Fixed an issue where some bushes were not acting like cover in Jungle
- Save file encryption and decryption added
- Keyboard controls should no longer override control of all others during player/weapon select/gameplay
- Keyboard & mouse controls should all work as expected in all menus
- Implemented smart key bindings system to HUD and game UI reflects chosen controls/buttons/inputs etc
- We’ve sped up parachute descent at level start
- The player’s weapon choice is now carried over into gameplay 100% of the time
- The player now always starts with their primary weapon equipped at level load.

— — — — — — — — — — — — — — — — —

We spent most of our time fixing online bugs. One of the best and worst things about Early Access for small teams like ours is how much testing and exposure to bugs you get. We launched at the right time for us, but a lot of players were disappointed with the state of the online game. We reckon we’ve fixed 80% of the issues, and have made it a lot more stable. We think Tango’s best with multiple players, so that was the reasoning.

ONLINE FIXES (so many)

- Hosted games on PC now show up in PC client “join game” lobbies
- Online games are way more stable and smooth,
- Fixed issue where Enter was used to Chat as well as to Start a game.
- Player numbers now showing above players heads correctly
- Player can see ‘Press R to refresh’ text in the client game browser
- Props correctly all load in
- A client who quit a game can now navigate out of the browser screen.
- Scorch marks no longer being carried over between levels
- All players cash, score and other info now matches correctly, and are being displayed on mission complete or failure screen properly
- Players are informed if another player drops out of the game
- Other players’ correct character portraits correctly appearing on the HUD
- Enemy spawning and targeting properly spread out between all players
- Lobby messages now firing correctly
- Game now informs the lobby when someone has connected to the lobby
- The sidebar status now correctly shows that the game is start-able only when players are connecting.
- Reviving a downed team mate works
- Opting out (killing self instead of being revived) no works
- Restart button - and all other functions - now working on mission failure screen
- Only the cash you earn goes towards your cash total

— — — — — — — — — — — — — — — — —


- We’re preventing join-in-progress Online and Offline Multiplayer until we’ve got time to make it robust
- Ditto with Gordon, the Coastal Boss. He’s just not working right and we’d rather make sure he’s ready for online fights!
- Mac clients can’t reliably see PC-hosted games (but PC can see Mac-hosted)
- We’re forcing a loop on Coastal in Online Multiplayer, because the generator is bugging out when trying to go between the two, and Jungle just seems to be acting weird at the moment. Don’t worry though cos we’ll fix it soon, and you can have tons of fun in Coastal in the meantime.
- You can’t pick a character or weapon load-out in Online Multiplayer yet (but can in local and Singleplayer)


Anyway, amongst all this we’ve been working on new worlds, enemies and bosses, so we can’t wait to show those off soon too :D

In the meantime, let us know on the forums and on twitter what you think - we’re proud of our progress and can’t wait to get more of Tango Fiesta done for you to enjoy!


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