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	<title>Unseen64: Beta, Cancelled &amp; Unseen Videogames!</title>
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	<title>Unseen64: Beta, Cancelled &amp; Unseen Videogames!</title>
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	<itunes:explicit>no</itunes:explicit><copyright>unseen64</copyright><itunes:image href="http://www.unseen64.net/u64podcastlogo2.png"/><itunes:keywords>unseen64,beta,games,unreleased</itunes:keywords><itunes:summary>Unseen64 Podcast</itunes:summary><itunes:subtitle>The Unseen64 "Unheard Podcast"</itunes:subtitle><itunes:category text="Games &amp; Hobbies"><itunes:category text="Video Games"/></itunes:category><itunes:author>unseen64</itunes:author><itunes:owner><itunes:email>maicrosoft@gmail.com</itunes:email><itunes:name>unseen64</itunes:name></itunes:owner><item>
		<title>Inversion [PS3/Xbox360/PC] – Beta &amp; Concept Art</title>
		<link>https://www.unseen64.net/2026/04/15/inversion-ps3-xbox360-pc-beta-concept-art/</link>
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		<pubDate>Wed, 15 Apr 2026 17:04:09 +0000</pubDate>
				<category><![CDATA[Unseen News]]></category>
		<guid isPermaLink="false">https://www.unseen64.net/?p=81311</guid>

					<description><![CDATA[<p>Inversion was an impressive and ambitious third-person shooter that allowed players to control gravity. While the concept was over-the-top for its time, it wasn&#8217;t really appreciated. This is a short article that delves into the beta content and includes some concept art found online.</p>
<h3>Concept Art:</h3>
<h3>Beta Content:</h3>
<h3>Point of Action</h3>
<h4>Different Shirt Colour</h4>
<h4>Different Davis Russell and Leo Delgado Model</h4>
<h4>Different Inversion Symbol</h4>
<h4>Early Inversion Tool Colour</h4>
<h4>Other differences:</h4>
<ul>
<li>Assault Rifle has different SFX and recoil</li>
<li>The energy rifle doesn&#8217;t burn enemies when you shoot them</li>
<li>Leo and Davis&#8217; grunts when shot are different</li>
<li>Gravlink has a different look</li>
<li>Early Inversion Bar (image TBC)</li>
</ul>
<h4>A short documentary containing information on the early story and what didn&#8217;t make it past the prototyping phase</h4>
<p><iframe title="Inversion Was Originally a Different Game — Full Documentary" width="700" height="394" src="https://www.youtube.com/embed/AP_izIKWqSE?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>&#160;</p>
<p>The post <a href="https://www.unseen64.net/2026/04/15/inversion-ps3-xbox360-pc-beta-concept-art/">Inversion [PS3/Xbox360/PC] &#8211; Beta &#038; Concept Art</a> appeared first on <a href="https://www.unseen64.net">Unseen64: Beta, Cancelled &amp; Unseen Videogames!</a>.</p>
]]></description>
		
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			<dc:creator>maicrosoft@gmail.com (unseen64)</dc:creator></item>
		<item>
		<title>Paladin (Midway Studios Austin) [PC/PS3/Xbox 360 – Cancelled]</title>
		<link>https://www.unseen64.net/2026/04/11/paladin-midway-studios-austin-pc-ps3-xbox-360-cancelled/</link>
					<comments>https://www.unseen64.net/2026/04/11/paladin-midway-studios-austin-pc-ps3-xbox-360-cancelled/#respond</comments>
		
		
		<pubDate>Sat, 11 Apr 2026 08:30:47 +0000</pubDate>
				<category><![CDATA[PC / MAC]]></category>
		<category><![CDATA[Playstation 3 (PS3)]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Action]]></category>
		<category><![CDATA[medieval]]></category>
		<category><![CDATA[Midway Games]]></category>
		<category><![CDATA[Open World]]></category>
		<guid isPermaLink="false">https://www.unseen64.net/?p=81132</guid>

					<description><![CDATA[<p><strong>Paladin</strong> is a <strong>cancelled open world Action medieval game</strong> developed <strong>around 2007-2008</strong> by <a href="https://en.wikipedia.org/wiki/Midway_Studios_Austin">Midway Studios Austin</a> (formerly Inevitable Entertainment) and published by <a href="https://en.wikipedia.org/wiki/Midway_Games">Midway Games</a> for the <strong>PC</strong>, <strong>Playstation 3</strong> and <strong>Xbox 360</strong> platforms. The game was using the <a href="https://en.wikipedia.org/wiki/Unreal_Engine_3">Unreal Engine 3</a>.</p>
<p>For years, <strong>few information were available</strong> regarding Paladin as it was cancelled before being announced. On his <a href="https://www.richieromero.com/">personal website</a>, <a href="https://www.mobygames.com/person/59379/richie-romero/">Richie Romero</a>, who was <strong>Art Director</strong> at Midway until the closure of the company, shared screenshots and videos to what appears to be an action game set in the medieval times with <a href="https://en.wikipedia.org/wiki/Open_world">open world</a> elements. During that period, Midway Studios Austin was <strong>split in two teams</strong>, both working on different projects: Paladin, and <a href="https://www.unseen64.net/2009/03/02/career-criminal-x360-ps3-cancelled/">Career Criminal</a>, which was <a href="https://www.eurogamer.net/midway-bins-the-career-criminal">cancelled</a> in <strong>August 2008</strong>, following publisher&#8217;s huge financial loss.</p>
<p>While no official announcement were made during its development, we can speculate that Paladin was <a href="https://www.gamedeveloper.com/game-platforms/midway-lays-off-25-percent-closes-austin-studio-kills-projects">cancelled</a> back in <strong>December 2008</strong>, when the studio was closed by Midway which still faced financial difficulties:</p>
<blockquote>
<p>Facing possible bankruptcy, Midway games will close its Austin studio entirely, suspend development on several unspecified titles, and reduce its workforce by 25 percent. (&#8230;) Midway did not list which projects it plans to cancel or suspend, but calls them &#8220;non-core&#8221; projects slated for <strong>2010</strong> and <strong>2011</strong> that had not yet been announced. (&#8230;)</p>
</blockquote>
<p>Alongside Paladin and Career Criminal, Midway&#8217;s bankruptcy also led to the cancellations of various projects such as <a href="https://www.unseen64.net/2014/11/03/stranglehold-2-gun-runner-cancelled-xbox-360-ps3/">Stranglehold 2: Gun Runner</a>, <a href="https://www.unseen64.net/2010/11/21/this-is-vegas-xbox-360-ps3-cancelled/">This is Vegas</a>, <a href="https://www.unseen64.net/2009/04/12/untitled-3rd-person-shooter-x360ps3-proto/">Hero</a> or even a new take on <a href="https://www.unseen64.net/2009/12/11/mortal-kombat-8-ps3-xbox-360-cancelled/">Mortal Kombat</a>.</p>
<p><strong>Videos:</strong></p>
<p><iframe title="Paladin [Cancelled]" width="700" height="394" src="https://www.youtube.com/embed/qOgqH3xodNA?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p><iframe title="Paladin [Cancelled]" width="700" height="394" src="https://www.youtube.com/embed/rL6RH9som-I?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p><iframe loading="lazy" title="Paladin [Cancelled]" width="700" height="525" src="https://www.youtube.com/embed/I-OqAmbl30g?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p><strong>Images:</strong>&#160;</p>
<p>The post <a href="https://www.unseen64.net/2026/04/11/paladin-midway-studios-austin-pc-ps3-xbox-360-cancelled/">Paladin (Midway Studios Austin) [PC/PS3/Xbox 360 &#8211; Cancelled]</a> appeared first on <a href="https://www.unseen64.net">Unseen64: Beta, Cancelled &amp; Unseen Videogames!</a>.</p>
]]></description>
		
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			<dc:creator>maicrosoft@gmail.com (unseen64)</dc:creator></item>
		<item>
		<title>Maximum Gauge [Cancelled – PC/PSX]</title>
		<link>https://www.unseen64.net/2026/04/04/maximum-gauge-playstation-pc-cancelled/</link>
					<comments>https://www.unseen64.net/2026/04/04/maximum-gauge-playstation-pc-cancelled/#comments</comments>
		
		
		<pubDate>Sat, 04 Apr 2026 08:30:44 +0000</pubDate>
				<category><![CDATA[Others]]></category>
		<category><![CDATA[PC / MAC]]></category>
		<category><![CDATA[Playstation]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Action RPG]]></category>
		<category><![CDATA[big grub]]></category>
		<category><![CDATA[Gregg Tavares]]></category>
		<category><![CDATA[MGM Interactive]]></category>
		<guid isPermaLink="false">http://www.unseen64.net/?p=21070</guid>

					<description><![CDATA[<p style="text-align: justify;"><strong><a href="https://www.unseen64.net/2013/06/15/maximum-gauge-playstation-pc-cancelled/ebc1e314fafa6dbd8c81b9e895e4bc70/" rel="attachment wp-att-22742"><img decoding="async" class=" wp-image-22742 aligncenter" src="https://www.unseen64.net/wp-content/uploads/2013/06/maximum-gauge-pc-ps1-big-grum-mgm-198x300.jpg" alt="maximum-gauge-pc-ps1-big-grum-mgm" width="258" height="391" srcset="https://www.unseen64.net/wp-content/uploads/2013/06/maximum-gauge-pc-ps1-big-grum-mgm-198x300.jpg 198w, https://www.unseen64.net/wp-content/uploads/2013/06/maximum-gauge-pc-ps1-big-grum-mgm.jpg 640w" sizes="(max-width: 258px) 100vw, 258px" /></a></strong></p>
<p style="text-align: justify;"><strong>Maximum Gauge</strong> was an <strong>2D/3D adventure game</strong> with a <strong>sci-fi theme</strong> in development for the <strong>PC</strong> and the <strong>Playstation 1</strong>, developed by <a href="https://www.mobygames.com/company/5640/big-grub/">Big Grub</a> and published by <a href="https://www.mobygames.com/company/1539/mgm-interactive/">MGM Interactive</a>. <a href="https://www.mobygames.com/person/980/gregg-tavares/">Gregg Tavares</a>, who was <strong>Programmer</strong> at the time, described the game as &#8220;take <a href="https://en.wikipedia.org/wiki/Diablo_(video_game)">Diablo</a> but make it play like <a href="https://en.wikipedia.org/wiki/The_Legend_of_Zelda:_A_Link_to_the_Past">The Legend of Zelda: A Link to the Past</a>&#8220;.</p>
<p>In <strong>June 1997</strong>, <strong>issue</strong> <strong>#15 </strong>of French magazine <strong>PlayMag</strong> wrote about the title:</p>
<blockquote>
<p>Gregg Tavares and <a href="https://www.mobygames.com/person/18679/john-alvarado/">John Alvarado</a>, with their experience with Hollywood studios, approached MGM, which had expressed its desire to launch an interactive branch. Result: Maximum Gauge on Playstation.</p>
<p>Gregg wanted to tackle a much more perilous field, that of <strong><a href="https://en.wikipedia.org/wiki/The_Legend_of_Zelda">Zelda</a>-style RPGs</strong>. As a fan of <a href="https://en.wikipedia.org/wiki/Chrono_Trigger">Chrono Trigger</a>, Zelda and company, he set himself a challenge: create an equivalent on <strong>Playstation</strong> with a much more sophisticated graphic style. Indeed, the big difference with a <strong>Super Nintendo RPG</strong> lies first of all in the 3D modeling of the sprites. Thus, all the characters and decorative elements are made in pseudo 3D. All bosses will be real 3D objects like certain special effects in the game. As for the character animation, it is also designed in 3D Studio, then transformed into sprites. This results in neat and very precise work. Indeed, if the animators find issues in the digitization of the sprites, they can modify the key frames of the movement. Fluidity is therefore there.</p>
<p>Maximum Gauge begins in the distant future in a distant galaxy. You and a band of merry men are at the controls of your spaceship when you crash on a completely unknown planet. The ship can be repaired but unfortunately the technician has disappeared. All you have left is an unfortunate shovel to explore this mysterious land. It&#8217;s like a basic sword in an <strong>RPG</strong>. All you have to do now is find a better weapon. (&#8230;) Unlike a Japanese game, Maximum Gauge explains the situation to you with humor. You have to laugh at your own misfortune and <strong>the designers of Big Grub couldn&#8217;t help but make references to American blockbusters</strong>. <a href="https://www.mobygames.com/person/78208/brandon-humphreys/">Brandon Humphreys</a>, in charge of cinematics, gave us a mix between <a href="https://en.wikipedia.org/wiki/True_Lies">True Lies</a> and <a href="https://en.wikipedia.org/wiki/Last_Action_Hero">Last Action Hero</a>. (&#8230;)</p>
<p>The <strong>Art Director</strong> <a href="https://www.mobygames.com/person/2209/willis-wong/">Willis Wong</a> is obsessed with Japanese style. Despite everything, we still find a <strong>slight Japanese touch, all giving a rather special atmosphere</strong>. Like Zelda, Maximum Gauge is a game where you never stop exploring to discover new play areas. Weapons play a huge role at this level since some of them destroy specific obstacles. As a result, it is necessary to remember all the details of Maximum Gauge. Thus, an ultrasonic gun atomizes the crystal peaks which seemed unbreakable a few hours or days before. A grappling gun also gives you access to hidden corners. Don&#8217;t forget the shovel when you find something better because if it is used to crush enemy faces at first, it can also dig. Once the hero gets his hands on the metal detector, he makes holes and scans them to unearth treasures.</p>
<p>Your companions keep coming to your aid. The inventor is responsible for assembling the parts that seem unnecessary. You have to constantly question him and get to know him because it turns out to be essential. Even if the gameplay is essential in an <strong>RPG</strong> where you have to constantly fight, Big Grub attached great importance to the music. As proof, I cite the <strong>$50,000 invested in musical equipment</strong> and the full-time composer that the company hired. (&#8230;) Maximum Gauge therefore offers a slew of different themes that keep changing depending on your actions and the places you explore. No mystery, the music accelerates when facing bosses, calms down in green settings, darkens in swamps and completely immerses you in the world of Maximum Gauge. To conclude, Maximum Gauge is one of the flagship titles from MGM Interactive which intends to make a sensational arrival in the video game world by giving a breath of fresh air to a genre that does not really seem to evolve. It remains to be seen if in one take, our friends at Big Grub will do as well as the Japanese.</p>
</blockquote>
<p style="text-align: justify;"><strong>Atari Compendium</strong> made an <a href="https://www.ataricompendium.com/archives/interviews/gregg_tavares/interview_gregg_tavares.html">interview</a> of Tavares back in <strong>2007</strong>, and Maximum Gauge was briefly mentionned:</p>
<blockquote>
<p>Q: There were a few projects that you worked on that ultimately never got released (or possibly finished).  Do you recall the reason(s) why?</p>
<p>Gregg Tavares: (&#8230;) Big Grub&#8217;s unreleased game was called Maximum Gauge.  It was basically SNES Zelda-type of adventure with Diablo or better graphics.  The main characters were <strong>Space Marines</strong>. (&#8230;)</p>
<p>Q: If you had a chance to redo any of your games, what would you change?</p>
<p>Gregg Tavares: That&#8217;s a hard question.  If I was to redo Maximum Gauge I&#8217;d redesign it around the dialog since because it&#8217;s an adventure game.  That&#8217;s really where those games get their base.  Originally I designed it around the levels and thought I&#8217;d fill in dialog later.  But more than design I would manage it differently and hopefully in a way that it would have shipped.</p>
</blockquote>
<p style="text-align: justify;">Apparently <strong>there were direction problems</strong> and the game never seen the light of the day, as Tavares explained on his old <a href="https://web.archive.org/web/20160819185228/http://games.greggman.com/game/starting_your_own_game_company/">personal website</a>:</p>
<blockquote>
<div class="paragraph" align=" ">The second time I started a company it was called <strong>Seven</strong>.  A few things I learned there: 1) Never except a fixed amount of money for an unspecified amount of work.  This was obvious at the time but we were anxious to get started on something so we excepted. 2) Partners are generally bad.  Not bad people just a bad idea.   You can hear this advice from many many different people.  There are several problems with partners.  Is it an equal partnership?  Will you have to put in the same amount of effort?  For example a programmer may have to work 11 hours a day to get his work done.  The accounting partner might only have to work 2 hours a week to get his work done especially for a small company.  Sooner or later this kind of issue will cause a painful break in the partnership.  Another is direction, some partners might want to do one type of game where as another might want to do something else, maybe not even games.  I believe this is what happened at <a href="https://en.wikipedia.org/wiki/Id_Software">Id Software</a>.  It also happened at <strong>Seven</strong> and <strong>Big Grub</strong> and caused no end of frustration for everybody involved.</div>
<div align=" "></div>
<div class="paragraph" align=" ">The last time I started a company was with Big Grub.  <strong>This time there were four partners.  Again we had the direction problem</strong>.  Which type of game should we do next or should we do something other than games etc. Which small side projects should we take on.  The big lesson I think I learned is that it is very very important to have a good <strong>Director</strong>.  The <strong>Game Director</strong> is my definition for the person that has the vision of the final game in his head and it is his job to direct everybody to create it.  That would mean the best <strong>Game Director</strong> would be someone who is both the main <strong>Game Designer</strong> and also the game’s manager (schedules, budget, etc.)  That’s a very hard person to find.  <strong>People that design don’t usually want to manage and people that manage aren’t generally qualified to design.  That person also needs to authority to direct.  I believe that can be next to impossible with partners.</strong>  Equal partners can generally say, &#8220;screw you I don’t want to do that I want to do this.&#8221;  Employee’s can’t do that. Consider the <strong>Game Director</strong> to be just like a movie director.  He should talk to the <strong>Art Director</strong> to get the art style he wants for his vision.  He should talk to the music director to make sure he gets the music that matches his vision. He should talk to the programmers and make sure they can create his vision and how he needs to adjust it to fit reality.  You can’t have the Art Director directing the art separate from the Game Director directing the game.   <strong>The Game Director should look over the shoulders of each person on the team on a daily basis to see that each person is creating things that fit his vision.  He needs to manage everybody so the project is finished on time and so they are always working toward a common goal. </strong> If a programmer needs certain artwork by next week the Game Director should make sure somebody is creating that art.</div>
</blockquote>
<p><strong>Video:</strong></p>
<p>Short grainy gameplay sequence provided by <strong>Artist/Assistant Art Director</strong> <a href="https://www.mobygames.com/person/114012/benjamin-naumann/">Benjamin Naumann</a>.</p>
<p><iframe loading="lazy" title="Max Gauge - Big Grub - 96-98" width="700" height="525" src="https://www.youtube.com/embed/PfA753F3IgY?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p><strong>Images:</strong></p>
<p>&#160;&#160;</p>
<p>The post <a href="https://www.unseen64.net/2026/04/04/maximum-gauge-playstation-pc-cancelled/">Maximum Gauge [Cancelled &#8211; PC/PSX]</a> appeared first on <a href="https://www.unseen64.net">Unseen64: Beta, Cancelled &amp; Unseen Videogames!</a>.</p>
]]></description>
		
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			<dc:creator>maicrosoft@gmail.com (unseen64)</dc:creator></item>
		<item>
		<title>RustHeart (Glowmade) [PC – Cancelled]</title>
		<link>https://www.unseen64.net/2026/03/21/rustheart-glowmade-pc-cancelled/</link>
					<comments>https://www.unseen64.net/2026/03/21/rustheart-glowmade-pc-cancelled/#respond</comments>
		
		
		<pubDate>Sat, 21 Mar 2026 09:30:23 +0000</pubDate>
				<category><![CDATA[PC / MAC]]></category>
		<category><![CDATA[Action RPG]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[coop]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<guid isPermaLink="false">https://www.unseen64.net/?p=81045</guid>

					<description><![CDATA[<p style="text-align: center;"><a href="https://www.unseen64.net/2026/03/21/rustheart-glowmade-pc-cancelled/rustheart-pc-jeu-cover/" rel="attachment wp-att-81046"><img decoding="async" class="size-medium wp-image-81046 aligncenter" src="https://www.unseen64.net/wp-content/uploads/2026/03/rustheart-pc-jeu-cover-300x172.jpg" alt="" width="300" height="172" srcset="https://www.unseen64.net/wp-content/uploads/2026/03/rustheart-pc-jeu-cover-300x172.jpg 300w, https://www.unseen64.net/wp-content/uploads/2026/03/rustheart-pc-jeu-cover.jpg 616w" sizes="(max-width: 300px) 100vw, 300px" /></a></p>
<p><strong>RustHeart</strong> is a <strong>cancelled Action-RPG</strong> video game developed around <strong>2019-2020</strong> by <a href="https://www.mobygames.com/company/40200/glowmade-ltd/">Glowmade Ltd.</a> and published by <a href="https://en.wikipedia.org/wiki/Electronic_Arts">Electronic Arts</a> through their <a href="https://en.wikipedia.org/wiki/Electronic_Arts#EA_Originals_label_(2017%E2%80%93present)">EA Originals label</a>, for the <strong>PC </strong>but also the <strong>consoles</strong>, although <a href="https://www.rustheart.com/">nothing as yet been specified</a> concerning which ones.</p>
<p><strong>Few information is currently available</strong> <strong>on that title</strong>. The game was initially revealed in <strong>June 2019</strong> during an <strong>EA Play event</strong> as an &#8220;Action-RPG with Non-Playable Character Coop&#8221; where <strong>the player is a kid who build a giant robot sidekick to go on an adventure across a vibrant, alien multiverse</strong>. <a href="https://www.vg247.com/ea-announces-new-ea-original-rustheart-a-game-about-customizing-and-befriending-a-big-robot">VG24/7</a>  wrote:</p>
<blockquote>
<p>At the top of a new video showcasing various small studios EA works with for its EA Originals program, was a striking image: a giant robot, and a kid climbing onto its shoulders. This, a gathering of press learns at a private EA Play 2019 event, is a brand new EA Original from developers Glowmade.</p>
<p>Rustheart is an <strong>action-RPG with NPC co-op</strong>. The robot is <strong>fully customizable</strong>, according to Glowmade CEO <a href="https://www.mobygames.com/person/201494/jonny-hopper/">Jonny Hopper</a>. <strong>Players will be able to build the robot so that it is unique and personal to them, from color to gear. The robot learns from the player&#8217;s actions too.</strong> Hopper cites the animated film <a href="https://en.wikipedia.org/wiki/The_Iron_Giant">The Iron Giant</a>, <strong>the vibe of &#8217;80s movies</strong>, and the comedy of <a href="https://en.wikipedia.org/wiki/Rick_and_Morty">Rick and Morty</a> as <strong>key inspirations</strong> for Rustheart. &#8220;How do we make a game there,&#8221; he says was the big question around the studio with the cluster of inspirations, &#8220;what can we do with that?&#8221;</p>
<p>Previously, Glowmade collaborated with <a href="https://www.mobygames.com/company/18694/tequila-works-sl/">Tequila Works</a> on <a href="https://www.mobygames.com/game/142970/wonderworlds/">WonderWorlds</a>, a user-creation driven game. Rustheart is the studio&#8217;s first game under the EA partners banner.</p>
</blockquote>
<p><iframe loading="lazy" title="RustHeart [PC - Cancelled]" width="700" height="394" src="https://www.youtube.com/embed/7FJeem-DOyI?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>However, after this announcement, RustHeart fell completely into obscurity and was never again officially mentioned in the press.</p>
<p>It wasn&#8217;t until <strong>April 2025</strong> that a bit more information alongside a couple of screenshots were <a href="https://www.artstation.com/artwork/bg308n">shared</a> by <a href="https://www.mobygames.com/person/218738/danny-whitehouse/">Danny Whitehouse</a> who was <strong>Senior Environment Artist</strong> on the project. According to his <a href="https://www.linkedin.com/in/danwhitehouse/details/experience/">LinkedIn profile</a>, he worked at Glowmade until <strong>October 2020</strong> where he also worked on the game <a href="https://en.wikipedia.org/wiki/King_of_Meat">King of Meat</a>, <strong>released 5 years later</strong>. To this day, <strong>it is still unclear</strong> why RustHeart was cancelled. The uncertainty surrounding the economy and the video game industry in the last few years might be a reason, but we can also speculate that something during the development didn&#8217;t come together, and the decision to shelve the project was made.</p>
<p><strong>If you know someone who worked on RustHeart and could help us preserve more screenshots, footage or details, please let us know in this comment section!</strong></p>
<p><strong>Images: </strong>&#160;</p>
<p>The post <a href="https://www.unseen64.net/2026/03/21/rustheart-glowmade-pc-cancelled/">RustHeart (Glowmade) [PC &#8211; Cancelled]</a> appeared first on <a href="https://www.unseen64.net">Unseen64: Beta, Cancelled &amp; Unseen Videogames!</a>.</p>
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			<dc:creator>maicrosoft@gmail.com (unseen64)</dc:creator></item>
		<item>
		<title>Tork: Prehistoric Punk [Xbox] – Beta</title>
		<link>https://www.unseen64.net/2026/03/16/tork-prehistoric-punk-xbox-beta/</link>
					<comments>https://www.unseen64.net/2026/03/16/tork-prehistoric-punk-xbox-beta/#respond</comments>
		
		
		<pubDate>Mon, 16 Mar 2026 16:27:11 +0000</pubDate>
				<category><![CDATA[Unseen News]]></category>
		<category><![CDATA[Xbox]]></category>
		<guid isPermaLink="false">https://www.unseen64.net/?p=80983</guid>

					<description><![CDATA[<p>Tork: Prehistoric Punk was a fun platformer released exclusively on the Xbox. This game was made by ex-Rayman developers and, early in development, was supposed to be a big triple-A contender against other competitors like Jak and Daxter and Super Mario. Unfortunately, things didn&#8217;t work out. Below, we can see some of the beta footage taken from the E3 2002 showcase and some press releases related to late 2003 and 2004.</p>
<h4>Images:</h4>
<h4>Magazines Preview:</h4>
<p>&#160;</p>
<h4></h4>
<h4></h4>
<h4>Videos:</h4>
<p><iframe loading="lazy" title="[HQ] - Tork: Prehistoric Punk (E3 Trailer)" width="700" height="525" src="https://www.youtube.com/embed/Z0IdmY5gQ_E?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p><iframe loading="lazy" title="Tork E3 2002 Trailer (Xbox)" width="700" height="394" src="https://www.youtube.com/embed/GIDDp6VyWfo?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<h4>A fan-documentary dedicated to the game</h4>
<p><iframe loading="lazy" title="Tork : Prehistoric Punk —  The Obscure Platformer Made By Ex-Rayman Developers" width="700" height="394" src="https://www.youtube.com/embed/HyJqX3PyR-Y?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>&#160;</p>
<p>The post <a href="https://www.unseen64.net/2026/03/16/tork-prehistoric-punk-xbox-beta/">Tork: Prehistoric Punk [Xbox] &#8211; Beta</a> appeared first on <a href="https://www.unseen64.net">Unseen64: Beta, Cancelled &amp; Unseen Videogames!</a>.</p>
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			<dc:creator>maicrosoft@gmail.com (unseen64)</dc:creator></item>
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