Welcome to the official website for “Dudebro™ — My Shit Is Fucked Up So I Got to Shoot/Slice You II: It’s Straight-Up Dawg Time”! We update on Saturdays every two weeks with news, screenshots, music clips and more from the game.

Do you want to join the Dudebro team? CLICK HERE!


Super Dude Bros. II Chapter 1-1 Released!

September 26th, 2015

Today we have a special treat for all of you Wii U™ owners. Yes, both of you!

Super Dude Bros.™ II Chapter 1-1: Dawgs of War, the first and hopefully not last official Dudebro™ II level for the recently released Super Mario Maker™, is now available to download and play*.


This level is reachable through the following ID: (625F-0000-0070-42F1).

It is the year 2015. Supah Mariobro, a heroic plumber from B.R.O. Alliance, embarks on a grand adventure to rescue his beloved Brincess Beach from the greedy paws of the KooPro professional terrorist organization.
Will he triumph, or will his addiction to mushrooms spell his doom? Will he find the three 1up mushrooms hidden across the land? Will he beat his high score? There is only one answer to these questions: it’s all up to you!

*) To play this level you need access to a copy of Super Mario Maker™, an Internet connection, and, well, a Wii U™.

About Tile Maps

September 12th, 2015

For its levels, Dudebro II uses a common technique named tile maps: small square chunks of graphic data named tiles, in our case with a size of exactly 16×16 pixels, carefully placed and repeated screenwide on a 2D grid, the map.

This is how pretty much all 2D games used to be made back in the day, as it allowed to save resources and keep costs down. Of course, to create such maps, one can find plenty of tools around nowadays. For the game, we’ve decided to use Tiled Map Editor, a flexible editor with support for multiple layers of tiles, and whose main file format (.tmx, an XML-like document format) is widely supported and documented.


Why are we discussing this? Well, let’s just say that learning how our maps are structured may turn useful one day. For this reason, expect more details in a future update.

Time To Get Dirty

August 29th, 2015

With our first update after a short Summer break, we’re unveiling a brand new location: the sewer area beneath Carnassus’s estate in Cuba.


For some reason, sewers are a recurring location in video games. As filthy and disgusting as they may get, they’re often fascinating settings for both action and exploration. So, Dudebro’s journey was pretty much bound to include at least a visit to some nearby cloaca.

How bad will he smell after this life-changing experience? What kind of treasures may lie buried under those piles of waste? When am I getting paid? All these questions will remain without an answer, at least for the time being.

1440p Wallpapers

July 11th, 2015

Now that larger monitors are becoming more and more common, we’ve reworked a bunch of wallpapers beyond their original resolution of 1080p, up to the luscious 2560×1440 pixels supported by bigger screens. Enjoy!



Note: Website updates will stop for the Summer, and resume August 29th!

Rainbows? Rainbows!

June 27th, 2015


Introducing the Bartender

June 13th, 2015

For what is probably the most important unsung hero of the game, the one man tending simultaneously to each and every bar Dudebro is going to find along his journey, we’ve gone through several iterations before settling on a character design. Here are some of them.


How exactly the bartender is going to help Dudebro, besides of course getting him piss drunk, will be detailed in a later update.

First Look at the Carnassus Guards

May 30th, 2015

You thought Dudebro was the only living being capable of wielding a Money Shot?


Well, think again, as the Carnassus Private Guards are going to change that. The piggybank mounted on their version of the gun may look a bit smaller than Dudebro’s, but how much does size really matter?

You wouldn’t know.

— John Dudebro

Huge Bosses, You Say?

May 16th, 2015

Here’s a sneak peek at a WIP version of the sprite for one of the game’s bosses.


By comparison, even Dudebro’s extensive muscle mass looks ridiculously tiny. Taking down such a gigantic foe may already seem arduous enough, but you know what?

We can go much, much bigger.

Now With More Sparks

May 2nd, 2015

After procedurally generated bloodstains, there was still one effect missing from the game that could have greatly enhanced the impact of Dudebro’s gunshots: sparks and debris for projectiles colliding with the environment.


Now every bullet that misses a living target will produce a spectacle of incandescent particles flying everywhere, all subject to individual physics before they eventually fizzle out, giving more oomph to each shot and making the environments appear more solid and “real”.

Here we have a GIF showing the effect in motion. Enjoy!


About World Building

April 18th, 2015

One very important part of making game worlds memorable is making them first and foremost believable, as absurd as they may be. This can be done in multiple ways, ranging from interactivity to populating them with NPCs, to adding small details here and there that make the world feel more alive and “lived in”.


One small instance in Dudebro II is the addition, right before the entrance of the oil pipeline facility seen in the first chapter of the game, of a billboard sign showing its company name. Before that, the compound was simply referred to as “the facility”, because that’s what it was made for: as an industrial-like setting to contrast the naturalistic landscapes of Alaska, and shake up the level design after the introductory areas. Leaving it with such a generic name and little to no identity would have made it certainly quite forgettable, so we decided to give it a name and branding, to put front and center what it is, and what it’s used for.

Of course, a billboard alone is not remotely enough to make a setting memorable, but the other steps we’ve taken will be discussed later on.