Available on the Mac App Store

Good news! “Respite” is available on the Mac App Store too!



Available on the appstore!

We have an early Christmas present for you! Our game is finally released! Merry Christmas!



Respite – Epic Fantasy First Person Shooter for iOS devices

We are proud to announce our first game – Respite – Epic Fantasy First Person Shooter for iOS devices.
Full of interesting physics puzzles, never seen game mechanics, magics, grenades and more!

And here is a game trailer:

Here are some screenshots taken directly from iPad:

Sharing Some Technical Stuff

Here is a list of technical features in our upcoming game:

  • Real time soft-shadows for every object in the game
  • Normal-specular mapping
  • Dynamic objects (you can actually lift almost every object in the game), breakable objects.
  • Ragdoll physics
  • Water physics
  • Physics particles
  • Post process effects: blur, explosion distortion

Real-time soft shadow maps on dynamic objects. We use perspective shadow mapping without any depth check for the sake of performance. But as you can see, our objects can receive shadows as well. This was made by using two shadow maps instead one: high and low quality. The rest is proper marking – objects is receiver or shadow caster. Particles, sprites can be shadow casters too!

In the image on the left – windmill wings are shadow casters, both for high quality and low quality maps. Rock and barrel are low quality receivers and casters for high quality map.

We use optimized Blinn-Phong shading model for normal mapping. Also we use Uber Shader system – combined multiple effects from various shaders into one mega-shader for easy switching and development productivity.

Physic plays a major role in our game. You’ll be able to lift and carry objects with you. All player movement is physics based which enables to create new game play elements such as ropes, interaction with enemies, water swimming and so on. All enemies have a ragdolls constructed on death (even a fish!), so you will never see repetitive death animation.

It’s worth noting that our game runs pretty smoothly (35-45fps) on the first generation iPad.

Work In Progress – 3D Models

To create a 3D characters we use same technique as in most AAA next-gen quality console games.

Character is sculpted in Zbrush first (with all small details – millions of polygons). When low poly version of our character is complete, via the retopology process, all those small details are baked into normal maps.

Orc-1 high polyOrc-2 high poly

When a normal map is applied to a low-poly mesh, the texture pixels control the direction each of the pixels on the low-poly mesh will be facing in 3D space, creating the illusion of more surface detail or better curvature.

Orc-1 low polyOrc-2 low poly

Who’s the Boss?

There are a wide variety of enemies you will face in upcoming game. But be very prepared for battle when you meet a Orc Boss:

Orc Boss concept art

Me Squeeze Ya Like a Rat

Orcs are simply a mean brute force. But you shouldn’t underestimate them, they still can do unexpected ambush for you. We would like to share some Orc’s concept art from our upcoming game.

Everything begins with an idea and quick sketches:

Orc-regular concept art

Then our artist do the magic:

Orc-regular concept art
Orc-regular concept art

Early Concepts – Meet the Goblin

Goblins are small, living in the mountain canyons, creatures who love explosives. They usually sneak around and jump on you unexpectedly. One touch and you will hear deafening sound of the explosion.

Goblin concept art

Something big is coming!

  • no repetitive gameplay
  • awesome graphics
  • unique 3D environments
  • physics puzzles

Those are just a few characteristics of our upcoming game!


Hello and welcome every one. At TamGames we are creating high quality, polished games for mobile devices.

Weโ€™ll share development news, progress and our ambitions with fans every few weeks.ย Stay tuned for some more info soon.

Feel free to joint us on Facebook as well!