TK Game Jam 2018 summed up

TK Game Jam 2018 summed up

At the beginning of March, we were honoured to be part of Wrocław’s University of Technology Game Jam – TK Game Jam 2018.

We decided to sponsor this event because we know how hard it is to start your work in game dev and we wanted to support future developers in their first steps in the industry. Our approach as a sponsor was different than other companies. Our main goal was to create support that really matters in such events, instead of just trying to highlight our brand. We came up with ‘chill zone’ and PatchKit Special Award for the best co-op/multiplayer game.

Why we decided to help in that way? Because we wanted to simplify the process of networking, as it is really hard to find calm and quiet place to talk at game jams.

We think that this partnership was a great deal and an overall win-win situation for both sides. Young developers could hear of PatchKit, which might help them release their games and we could easily reach out to jammer and talk with them about our product and share our interests with great people.

How did jammers chill?

TK Game Jam is a second biggest game jam in Poland and this year was the biggest edition so far, with 250 participants. We created a chill zone in which people could rest and network with each other, in the calm atmosphere with tasty candies. 🙂


The winners and the rewards

As PatchKit’s Special Reward was given only for one of the games, we would like to mention all other winners as well, because all of the six games that were awarded are great. Three of them were chosen by participants and two were chosen by jury. First two awards were chosen by both jury and participants, that’s why there were three games with the third award! The difference in points on the third place was so small that choosing the podium took almost half an hour. We don’t want to spoil what the games are about, so we left links to download the games below  – find for yourself what lead them to the podium!

Let’s begin with the third place and three games on this one:

Grzybobranie – …

Zefirek – …

We are Colours! – …


The second place goes to:

Ignis – …


And the winner is:

Gra o Pociągu – …


Special PatchKit award goes to:

Photon Wars –

The game was awarded due to its creative way of mixing brawler game with twin stick shooter and dose of colours – all of that served as a game for two players!

Main goal is to defeat the enemy by choosing a colour of ammo and shooting colourful bullets in the direction of the enemy. The only way to defend yourself is to block incoming projectiles by choosing the barrier in the same colour as the oncoming bullet. This mix of action paced gameplay and fun of defeating your buddies made us sure that this game deserve the award.


Our thoughts

It was our first event in which we took part as sponsors and we are still really thrilled about that! We met awesome people, saw fifty one games (!) and took a part in something incredible. We are really proud that we could sponsor young, talented and ambitious people, all of which managed to finish their game within forty eight hours – that’s just amazing.

Many of participants were beginners in game dev, which means that they would be creators of the industry in the future and PatchKit is just right for them too; simple enough for beginners but complex enough for fast development of their games.

Did we like the event? Hell yes! Would we do it again? For sure!

At the end, we would like to thank organizers of the event, as well as the other sponsors and all the teams – Thank you for a great time and we hope to repeat this experience as soon as possible!

Patcher changelog, April 2018


Most recent patcher changes (16.04.2018)

PatchKit is expanding!

For the past few months we were focused on fixes of the patcher, as well bug fixing. The list of changes is rather technical, so the current post is relatively short and doesn’t contain a detailed description of each bug fix.

What is important to mention, we have managed to get rid of a rare bug; it resulted in improved stability and reliability. To be sure that this bug won’t happen to your project, please update all of your custom patchers.

List of changes:



  • Add support for download speed unit parameter from application info
  • Protecting patcher from being started without launcher (with an attempt to actually start the launcher in that case)


  • Improved the network errors handling in a downloader


  • Fix usage of Unity WWW network connection
  • Broken windows librsync binary files

Patcher changelog, January 2018

Most recent patcher changes (22.01.2018)

PatchKit is expanding! For the past few months, we were working on a completely new patcher so you can distribute your games more easily and comfortably. The list of changes and completely new features is so long, we decided to choose the most important ones and put them together as a changelog. Here’s a full list of improvements, that were introduced recently in the newest patcher version:


  • Status descriptions for updating app patcher state
  • Add configuration option to switch whether to use diffs or not
  • integration
  • messages are now sent with download link for log file and include additional data (log file guide, local version id, remote version id and app secret)
  • File parts support
  • HTTPS support for keys server
  • API operations logging
  • Support for PK_PATCHER_MAIN_URL environment variable
  • Fallback for content strategy in case of diff strategy failure
  • Patcher now keeps track of keeping only one its instance running
  • New file with informations about currently installed application
  • Download time estimation


  • Improved overall stability
  • API Cache server URLs
  • Display warning message when auto-update fails and app is installed
  • Separate version integrity check progress from update progress
  • HTTP downloading timeouts changed from 10 to 30 seconds
  • Temp folders have random names now
  • New log format
  • Switch to Unity web requests for main API
  • Checking files hash before diff update only if content size is less that certain threshold (by default set to 1 GB)
  • Redesign error button label
  • Stability improvements for resource downloader
  • Stability improvements for license dialog
  • Fixed disks pace check on Mac OSX.

Get your game beta tested before the release!

Your game is finally starting to take a shape, which of course makes you very happy because it means you will hit the release day pretty soon. But how can you be sure whether your product is ready to be published? Watch out, because it’s really easy to make a false assumption and it may cost your game all the popularity it could get!

Continue reading Get your game beta tested before the release!

A CDN with games in mind

Since you’re a game developer or maybe a game publisher, you know you have to make a decision about the distribution method of your game. Most probably you’re thinking about using a CDN. Even if you’re not aware of it, many game distribution platforms like Steam are using a 3rd party CDN to distribute their games.

PatchKit is not meant to be a marketplace. Instead, we’re focusing to provide a high quality CDN with games in mind. Is here a difference between this approach and making a general purpose CDN? Yes, and this is a big one!

Continue reading A CDN with games in mind