Last Update: 9/20/07

Arctic Stud Poker Run

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From the veteran Arcade designers who created games like RAMPAGE WORLD TOUR, ARCHRIVALS and GENERAL CHAOS, ARCTIC STUD POKER RUN is an outrageous, action-packed "Full-Contact Poker" game that uses heavily-armed, high-speed vehicles in a revolutionary MultiPlayer Battle experience that must be seen to be believed!

Though, at first glance, the game appears to be a madcap arcade-style "Free-for-all" that combines armed combat and off-road racing with the risk of high-stakes Poker, a single play reveals an intensely addictive, mentally stimulating thrill ride full of limitless strategy, nuance, and depth. Every round is a nail-biting cliffhanger that "ain't over till it's over" ...and yet the average game time is under three minutes long!

Players can use high-powered vehicles to rush out and grab any card they see, use machine guns, dynamite & heat-seeking-missiles to steal opponent's cards, put a "Bounty" on the head of troublesome adversaries, ...in short, use trickery, intimidation, bravado, deceit, speed, stealth and brute force to bankrupt their opponents and win the $100,000 EvilBrau Tournament!

In addition to over a 125 detailed levels, dozens of unique characters, and a hilarious backstory ripped from the pages of the dread Velcronomicon, Arctic Stud has a gameplay mechanic thats so unique, it's patented!

BREAKING NEWS:
Arctic Stud version 2.2 Available Now!

Platform(s):  
Publisher: Game Refuge
DeveloperWhat I DidDifficulty of DevelopmentAnecdote
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Game Designer, Lead artistAverageUnlike most of our games, which start with a manufacturer or publisher coming to us... this game is the result of an in-house "game-play experiment" that turned out to be so much fun we just couldn't leave it alone.
Developing this game was easily the most fun I've ever had developing a game. Which is saying a lot, since I've designed over 40 Video Arcade, Console, Redemption, PC and Slot Games... going all the way back to 1982.

But surprisingly, launching it as an "INDY" has been much more frustrating than I ever would have guessed.

Typically, the manufacturer(s) are responsible for marketing our games... But since this game was a totally in-house experement, I was totally unprepared for releasing the game through independent channels.

Still, it's been a blast; and a real learning process, to boot!