Dust and Ashes character reveal

Well well, look who decided to show up…

Straight from the hereafter, it’s Dust & Ashes

Sentenced to death and hanged. In his final moment he was hit by lightning. The word ‘Dust’ echoed in his mind as he was thrown into a state of limbo between life and death. His shadow was split from his body and turned into an entity called Ashes. Dust carries with him a watch that stopped on the exact time of his execution.

The Shadow Surge Update

The boyos are not fully assembled yet, so you’ll have to wait for the ‘Shadow Surge’ update to drop before you can start playing with them. We’ll be showing more stuff that we’ll add in that update in the coming weeks. This will include the changes and optimizations we made for the console version of the game, which means the game will run better on Steam as well (but we have a good hunch that existing mods will break and need a workaround).

Speaking of consoles, when can they expect the Shadow Surge update? Due to the strict patching guidelines on game consoles it won’t be simultaneous. The Nintendo Switch version is still scheduled to get the optimizations patch first after all!

Poster Pack

We’re doing a limited Lethal League Poster Pack deal! We’ve got 80 of these babies lined up for you to get your dirty hands on.

Get yourself over to the shop for more info and order it right away:

Console Release – Poster Pack – Mystery Man

Lethal League Blaze is out on Switch, PS4 and Xbox One!

Switch users can also download a free demo on the Nintendo eShop.
Tell your Nintendo homies to check it out!

Physical Release

Japan will see a physical version for Nintendo Switch and PlayStation 4 published by Amuzio. It supports all languages just like the digital versions and use the one from your system settings. You can get it worldwide on Amazon!

Poster Pack

You can buy a limited Lethal League Poster Pack deal starting next week!

This pack contains two Team Reptile game flyers, one A2 Lethal League poster size and one A1 Lethal League Blaze Poster, both designed by the famed illustrator Kudaman.

We will send out only 80 of these boyos internationally. Orders open up next Monday and close on September 4th, so don’t hesitate too long! Head over to The Official Discord to stay updated.

This other thing

Then there’s this other thing happening next Monday…
Coming August 19 there will emerge a shade from the dusty plains of southern Shine City. The reveal should happen at exactly 17:00 CEST. The man said he’ll do his best to be on time, it seems his watch is not working correctly anymore.

If you feel like staring at your screen for a few days,
head on over to the Reveal Countdown page.

Switch, PS4 and Xbox One Release Date

Mark that calendar! Friday the 12th of July is when Lethal League Blaze will be available on Nintendo Switch, Playstation 4 and Xbox One!

We’re looking forward to seeing you beat up your friends on the couch or on the train with your favorite street ball-game. We’ve brought in the stylin’ Kudaman again to do a celebratory mastahpiece for the release.

Witness the sickness:

Harry Damm is D Fast

Harri Dammert’s ‘Whipz’ is the track giving System’s construction project in New Rise District just the right amount of pizzazz. Hailing from Helsinki he’s been making music under the name D Fast for over two decades. We’ve done an interview to find out more.

Tell us a little something about who you are and what you do.

I’m Harri, sound nerd and games enthusiast from Helsinki. I’m currently studying game design and production full-time in a university here in Helsinki, but on the side I work on different audio related things and also design escape room games. Decided a few years ago to pursue a career in the game industry, so that’s the path I’m taking currently.

How did the name D Fast come about?

I vaguely remember the origin, it’s been quite a while! I composed my first songs around the age of 7 on the piano while doodling random lyrics on paper. Naturally this meant that I needed an artist name of some sort. At the time I was super into eurodance artists like 2 Unlimited and DJ BoBo, so in my head the word “Fast” felt somehow suitable. Then the “D” came after thinking of the name DJ Fast, soon figuring out that I wasn’t really an actual DJ but merely a beginner pianist so I just skipped the “J”. Guess I was quite a self-aware musician back then!

You’ve been crafting audio since the 90s! What tools did you start out with and what was the most significant change for your workflow and style since then?

My mom used to play the piano, so our family had an actual piano back in the late ‘80s/early ‘90s. I messed around with it, mostly just playing what I heard in the TV or radio. At some point my parents figured that this kid is into music, so they got me a Yamaha Clavinova digital piano. I think I made almost 50 songs with it, saving them on a floppy disk as midi data. Later on I got into very early E-Jay type of programs on my father’s computer. The big change came in ‘99 when my friend showed me this interesting floppy disk with different shareware programs. One of these was Fast Tracker 2 and kind of started it all for me. I used FT2 for around 6 years, until I found out about Renoise, which is a modern take on oldschool trackers. It just feels super natural for me to sequence vertically, although I do use Reaper every now and then, especially when working with longer audio tracks.

What are your biggest influences when creating music?

There’s no easy answer for this, but usually my music starts from an interesting sound I’ve stumbled upon. This can mean something from my vast sample library, a specific strum of an instrument or something I’ve whipped up in a synthesizer, hardware or software. I’m also very keen on drums and other percussive elements, so this is more than often a starting point when I make music. As in artistic influences, there are way too many to mention. I’m a sucker for ‘70s grooves and also the big-beat era of ‘90s, so anything from the funky Funkadelic/Parliament to Fatboy Slim is what influences me. Also I have to give a major shoutout to the demoscene and artists like Elwood, Skaven, Warder, Norfair… (I could go on and on!) These artists made me learn all sort of tracking tricks and also gave my music the initial push forward, influencing and defining my music in several ways.

‘Whipz’ came from the long unreleased concept album Bring Back the Happy of 2010. What’s the story behind that and how did the track change for Blaze?

I have a few unreleased albums/collections of tunes, that are sort of an experiment ground. BBtH was basically me imitating and giving a homage to some of my favourite artists, namely Fatboy Slim, The Prodigy and Chemical Brothers (take the song Stockmarketin’ Beatz for example, title seems familiar no?) so the whole album was basically just me having fun. I shared the album with some of my friends, but mostly it was just for me. I think it was someone who had heard the album that told me I should release the songs, so I ended up putting the whole collection online.
When I was asked to license Whipz for LLB, I had to look for the raw files and then pretty much remix everything, because the song used some outdated plugins and well, it was an oldie so naturally I wanted it to represent my current touch. Then I did some minor compositional adjustments, like adding a pulsating synth and make the song loopable for the game.

How did the second track ‘Jungaaaa’ make it into the game?

I’ve been lurking and chatting in the Team Reptile discord server and I have a habit of spamming random WIPs (work in progress) and songs in the #create channel. One time I shared a one minute clip called Jungaaaa and one of the Reptilians sent me a message asking if I’d be up to finish the song and license it to the game. I think the instructions were “Make it longer”, so that’s pretty much what I did.
The original clip was all about a rapid slap bass I had sampled from my bass playing and it had quite the hasty feeling to it, so I thought maybe I’ll just think of different sections that share the same feeling, without concentrating too much on the structure. I had to do only a couple of iterations, mainly removing some rock guitars I recorded for it (there are some glimpses of those left in the song) and adjusting the mixdown. I had so much fun making the song!

Can you share what you are up to now?

I’m mostly working on my master’s thesis. On the side I do make new music and I’m planning to release a new album in 2019, mostly to celebrate my 20th year of tracker music but also because it’s been a while since I did any bigger releases, latest being from 2014. If you’re hanging in the Team Reptile’s discord server, you might’ve gotten a glimpse of the new album!
Otherwise I’m just trying to learn more about game development and designing games, hopefully nailing a job in the industry in the near future.

And lastly, what’s your favourite thing about Lethal League Blaze?

I think the team did a great job getting together a diverse group of artists, giving the game a very fresh musical tone, without making the game sound out of place. And I’ve gotta give a shoutout to all the creative people sharing their (fan) art in the Team Reptile discord, so much talent hanging around the game. I’m personally still waiting for the Switch version of the game before I dive into the gameplay.

Thank you and all the best with your master’s thesis!

Check out Harry’s latest release, Spirit:



Lethal League Blaze Trailer

We are excited to announce the release date of the sequel to the hit game Lethal League, Lethal League Blaze. The game will launch next month on Steam on the 24th of October. PlayStation® 4, Xbox One® and Nintendo Switch® versions are also coming and will land in spring 2019. For more information, visit www.lethalleagueblaze.com

Together with the announcement, We have released a face-smacking trailer featuring an exclusive track by infamous composer Hideki Naganuma which can be viewed:

Hideki Naganuma will be joining the already wild cast of artists on the soundtrack, including Frank Klepacki, Pixelord and many others.

Lethal League is a projectile-fighting game known for it’s ridiculous speeds and hitstun. The original game amassed tens of millions of views on youtube. For this installment, we upped our game using 3D graphics (best seen in the zoomed-in K.O’s) and new modes like the event-based ‘story mode’ and something called Lethal Volley. There’s double the amount of characters at launch and more on the way post-release.

Gameplay has also seen additions, with a grab move that allows you to pitch the ball back and directly counter your opponent’s defense. The new HP setting will see you reach even higher speeds before getting knocked out and as if there wasn’t enough chaos, there’s an option for all new ball power-ups to really mess you up.

You can wishlist the game on Steam here: https://store.steampowered.com/app/553310/Lethal_League_Blaze/
Join the official Team Reptile discord: https://discord.gg/reptilehideout


Lethal League Blaze Art Contest

Hey all! Today is the kickoff of the Lethal League Blaze Art Contest!

Here’s the scheme: until the 20th of July you can submit your fanart of Lethal League Blaze and we’re going to be giving out prizes to a top 3 we think are really dope.

1st place: The PS4 limited edition Lethal League with soundtrack and poster AND the fundamentals t-shirt
The 2 Runner ups: The PS4 limited edition Lethal League with poster

How to submit
Post the piece on Twitter with #lethalleagueblazeContest before the deadline. Or just in the Reptile Hideout #create channel with the same the hashtag . Feel free to show your progress too!

1. One submission per person
2. You can submit an old piece, but naturally we’d like to see something new
3. Make it loud. This is a piece to show Lethal League and your personal flavor to the world. We’re gonna appreciate you giving it your all to level yourself up too. No model sheet looking poses. No weak shit. But you already knew.

You can do one character, or multiple, or use letters, or macaroni. It’s all allowed!

In addition we’re going to have a new role in the discord: Fan Artist. With a nice violet color. Posting your own fanart in #create will make you eligible for this role (and doesn’t have to be for the contest!).

Lethal League Blaze Update

Lethal League Blaze is the sequel to the popular projectile-fighting game Lethal League, to be released in Q4 2018 on PC and console. Known for it’s ridiculous speeds and hitstun, the original gamewas intense to watch and amassed tens of millions of views on youtube. This time around there will be more characters at launch, doubling those of the last game. There’s also new game modes to choose from, like the event-based story mode and something called Lethal Volley.

We have upped our game with improved, 3D graphics, but the game still maintains the extreme, high speed experience of the original Lethal League. Gameplay has also seen additions, with a grab move that allows you to pitch the ball back and directly counter your opponent’s defense. The new HP setting will see you not instantly dying to the slowest speeds anymore. And of course there will be lots of hidden tricks for each character.




Among the newcomers are Jet, a bubbly jetpacked inline skater and Grid, an electro mafioso who doesn’t hold punches. What’s more, the boss of the previous installment, Doombox, will return as a fully playable character in Lethal League Blaze. 

When it comes to the soundtrack, Klaus Veen will be returning with a remix of the infamous Ordinary Days. Frank Klepacki of Command & Conquer fame is contributing a track and Moscow based producer Pixelord joined the fray as well. Then there is a secret composer whose name should ring a bell, to be unveiled further down the line.

Check out the presskit for all the material on Lethal League Blaze. 

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On the success of Lethal League

For Reptile, Lethal League has been a huge success. Released in August 2014, it sold over 100.000 units in half a year, prompting us to start porting it to consoles. Now that our slightly troubled porting process is over, the game is set to release on XBox One and PS4 on the 10th of May. This is an important step for us as a company, as our type of action games have always felt nice to play with a gamepad, sitting in (or jumping on) a comfy couch.


By now the game has sold over 400.000 units, granted that’s including sales and multi-packs as full units (and a Humble Bundle feature above all). Considering our small team size and the fact that many games have trouble breaking 10k units on Steam, that’s still amazing. We’ve been blessed with such a lovable bunch of fans, who actively organize tournaments and draw fanart. Even though updates from us have frankly been sparse since the first year after release.

What did we do to deserve this? Is it skill or is it luck? Luck is something I like to throw out of the equation. Even if it was up to chance, it’s no use thinking about something that is by definition out of your control. Saying it was mostly due to popular youtubers picking it up is true, but that’s not the root of it all. Why make a video about this game? There are many more polished games out there to choose from. All this has been in my mind for a while and I speculate it comes down to these factors:

– The hook: exponential extremity and anticipation
– Gameplay that supports the gimmick: fast and responsive play
– Online Multiplayer
– The style

In that order. The power of the hook (think gimmick, but not cheap), the extremity, is something I saw firsthand in our playtests. Especially that if the players don’t know it’s there and don’t reach that stage when they try it for the first time, they will lose interest very quickly. Likewise, seeing other players reach that stage made people excited to line up and try it for themselves.

There are many things to say on the gameplay, the speed, the disguised depth, the short matches, but the essence is that it supports or pushes towards the gimmick. One of the easiest moves to do is the one that doubles the speed. In theory, the gameplay could have been totally different (maybe slow and strategic), although the hook would have to change with it to avoid clashing logic and expectations.

On Steam, the value of online multiplayer should be clear. Humans are endlessly more interesting than any game, with the right stimuli (which is where a game comes in). Online also makes a game stand out between many other independent titles. But it seems to work like a kind of multiplier, meaning the base game still matters most.

The style is last on the list. It probably could have been a different setting, but I believe the level of abstraction was good. Between Pacman and Nathan Drake, there is a spectrum of ‘definedness’ and each point has a certain believability. Lethal League’s point is just right to have interesting characters and still not be childish. Aside from that, I think the almost untouched setting of street culture within video games certainly counted for something.


That’s not to say that these elements are of particularly high quality. Our fans know that the online multiplayer has had its ups and downs (and still does). I think we could have pushed the extremity a little more and the game is definitely rough on the edges visually. Colors are a hit and miss, backgrounds can be ugly at times, the character animations are really low on frames. It’s not pretty, it’s raw. And that’s sincere in a way. It’s not trying to be something it’s not, not pleasing anyone for the sake of pleasing. I truly think that people in general, probably subconsciously, appreciate sincere effort like they appreciate kindness. Did that help move more units? Hard to say, but the thought did help us in making the game.