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!


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.

April Fool’s Day 2015

April 1st, 2015


Well, April Fool’s day is once again gone, so we can confirm it was all a joke. Micromanagement? Menu-based? No way we’d let that happen!

Normal updates will resume as usual on Saturday, April 18th.


[Joke] Advanced Gameplay

Dudebro II is first and foremost a game about consequence. Right after the Alaska chapter, the Chick mechanic is introduced, and this is the turning point where the gameplay truly opens up.


By seducing a lady, Dudebro will get her pregnant. After the baby is born, the usual shooting/slicing mechanics will be replaced by a real time menu-based management system, whose main features include:

  • Day/Night Cycle: Fill up the Child’s Health and Happiness bars during the day, as he keeps you awake at night with randomized crying effects.
  • Job System: Find a job to get the regular income needed to raise your Child.
  • Marriage System: To get things right. If the Wifey Happiness bar goes down too much, she may file for Divorce and spend most of your money with someone else.
  • Cheat Mode: A risk/reward mechanic. If the Wifey finds out, you will get a Divorce.
  • Online Multiplayer: Meet other dads and liven up social networks with pictures of your Child.

Stay tuned for more details in a later update!

Counting Medals

March 22nd, 2015

To keep track more easily of the medals collected by Dudebro, the game HUD includes a nice pop-up counter which slides in and out automatically, in the top right corner of the screen, whenever our majestic bearded tank happens to pick up a new medal.


This HUD element has actually been coded in for a very long time, but for some reason it hasn’t become fully functional until just a few months ago. With the medal count being fundamental for progressing through the game, keeping a close eye on this number is probably going to be quite useful.

No Dudebro, No Stag Party

March 7th, 2015

Today’s post is dedicated to our Lead Programmer Nicolas, who’s getting married next month and yesterday, for his bachelor party (or stag party, how it’s known in those strange British lands), had this brotastic Dudebro-themed invite card.


The names of the special operatives recruited for this mission are, of course, going to stay confidential. Knowing that the party would have made John Dudebro himself proud, we wish the groom all the best. Congrats, man!