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Twin Earth

About

About

We are Twin Earth Studios, a small but mighty team from Switzerland blending fresh talent with industry veterans.

We have our roots in the Half-Life modding community, where we sparked a revolution in the Zombie co-op genre with BrainBread, a multiplayer survival shooter that turned friends into foes (and players into snacks!). We also took character customization to new heights with Public-Enemy, a sci-fi team shooter that let players unleash their creativity like never before.

 

Team

Jonathan Erhardt
Jonathan Erhardt
Founder and Game Designer

Jonathan splits his time between game design, programming, legal, and operations.

With his Frankensteinian background in law (PhD from Bern), philosophy (BPhil from Oxford), teaching (Master in education from Bern), and game development (previously working on Morphies Law, Brainbread, Public Enemy and for Windward Mark Interactive), he feels like he somehow beat the cosmic odds, and found a place where he can apply all of it.

Marco Santini
Marco Santini
Senior Programmer

Marco originally transitioned from audio engineering and mixing into programming, where he has clearly found a new home.

He is a UE4 generalist and works on everything, from giving character abilities to building amazing castle architecture from simple blocks.

Daniel Hofer Photo
Daniel Hofer
Infrastructure and Backend

Daniel Hofer supports Twin Earth by taking care of the Twin Earth infrastructure and making sure the servers are running. 

He started his career in game development working on Public-Enemy and BrainBread and has since launched the Minecraft server hosting solution Multicraft. He was also the lead programmer on Morphies Law

Philipp Kuhn
Philipp Kuhn
Senior Programmer

After studying to become a software engineer and subsequently working for a couple of years in C++ and C# environments, Philipp decided to follow his passion and transition to game development. When his studies to become a game designer were completed, he worked on various projects in both Unreal Engine and Unity before joining Twin Earth.

Philipps passions in programming games are the creation of flexible and interconnected game systems, enabling swift and intuitive user interactions through smart UI systems, and the effortless creation of almost infinite game content through procedural generation.

Games

Castle Craft: Build, Defend, Rule

QubiQuest: Castle Craft - where chaos reigns and creativity knows no bounds! Dive into a whimsical siege sandbox where you can build massive castles in a fully destructible voxel world. Prepare to defend your fortress against relentless hordes of quirky enemies in epic battles that combine mayhem with physics-driven fun. Castle Craft is the ultimate mashup of voxel sandbox shenanigans, action-packed gameplay, and horde defence madness!

  • Build Your Dream Castle: Let your imagination run wild as you design unique castles, complete with a smorgasbord of traps and mechanics that can be combined for maximum destruction!
  • Automate the Grind: Launch a thriving artisan economy right within your castle walls and surrounding fields, making resource collection a breeze.
  • Raise Your Brave Army: Train a fearless band of defenders and strategically pair them with your ingenious traps to create a fortress that’s both fun and formidable.
  • Get in on the Action: Jump into the fray with your avatar, wielding unique terraforming abilities to turn the tide of battle and prove your mettle!
  • Face Evolving Foes: Defend your castle against ever-evolving enemy units that come equipped with increasingly wild abilities and traits.
  • Destruction Galore: Experience the thrill of a fully destructible environment where everything can be deformed by damage and magic.

Morphies Law is All About Mass

Previous Projects

Our last game Morphies Law is a robot morphology driven 3D shooter with a simple basic law: each weapon hit transfers mass from the victim’s damaged limb (making it shrink) to the corresponding limb of the attacker (making it grow). An immediate consequence of mass-stealing is that skilled players become big and easy to hit, whereas beginners shrink until they become difficult targets. Highly skilled players may therefore play with casual players in the same match and both can enjoy the game. Fairness ensues.

Although Morphies Law was created under a different company (Cosmoscope), it was mostly the same team behind it. Before Morphies Law we developed the well received Half Life modifications Braindbread and Public-Enemy under the name IronOak