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Project - MontanaBlack – Kylo’s Befreiung

A premium side-scroller for Germany’s biggest influencer: 100 hand-drawn levels, console-grade polish, and a 0.03 % crash rate.

Client
FullBrand GmbH (eh. Moonrunner), Get on my LVL KG
Year
Service
Unity Development, Game Design, Backend, Live Ops
MontanaBlack – Kylo’s Befreiung - FullBrand GmbH (eh. Moonrunner), Get on my LVL KG case study hero image

From stream idea to App Store hero

When my longtime collaborator Hakan Zirek landed a partnership with German mega-influencer MontanaBlack, his first call was to me:

“If we’re building a game at this scale, only you can code it.”

I accepted on the spot. Nights, weekends, and every spare hour outside my day-job as CTO went into turning Kylo’s Befreiung from a sketch into a full-blown premium title — all inside four months.

MontanaBlack game main menu with camera orbit animation

Building big with a three-person core team

  • Unity3D engine for rapid iteration and multiplatform export.
  • Hand-drawn art by freelancer Max, animated in Spine 2-D.
  • Custom level editor (👇) so Hakan could design stages while I was at work.
  • Config-driven weapons & outfits — every stat tweakable in JSON-style inspectors.
Custom Unity level editor for MontanaBlack game showing stage design tools

Hand-drawn art, console-grade feel

Max illustrated every tile, enemy and background frame-by-frame on an tablet, then animated the lot in Spine 2-D. Unity’s lightweight runtime let us pack hundreds of skeletal animations onto phones without torching battery life.

Spine 2D skeletal animation setup for hand-drawn game characters

With dozens of characters, weapons, outfits and thousands of Spine animation files, the real enemy was chaos. We had to engineer a tightly structured asset pipeline—otherwise every new sprite sheet or balance tweak would have buried the whole project in version-hell.

Character outfit customization system with various weapon and costume options

Gameplay highlights

Animated gameplay showing side-scroll action with jump mechanics and level progression

Even the menu feels like gameplay: instead of static buttons, the camera orbits Monte’s hide-out, zooms into the slot machine for loot boxes, then glides up the Tax Tower to reveal the level-select — all in one continuous shot. I wrote a custom stream-style transition system in Unity that loads the next scene’s assets in the background while playing a stylised wipe, so every switch looks like a live-broadcast cut and never drops a frame.

  • Side-scroll action: jump, double-jump, auto-aim & special attacks.
  • 100 floors of the Tax Tower, culminating in the boss who kidnapped Kylo.
  • Lootboxes & slots (a Monte trademark) — earnable, not pay-to-win.
  • Endless mode released post-launch, stitched seamlessly beneath the main menu with a cinematic camera pan.
In-game shop interface showing lootbox system and purchasable items

Four months, one coder, one designer, one artist — and a million plays later we still crash less than 0.03 %. That’s my proudest metric.

Thomas Waghubinger, Lead Developer

Performance & stability

  • 0.03 % crash rate over 1 million sessions — achieved with proactive crash-analytics, object pooling and GPU instancing.

Stats that matter

Hand-crafted levels
100
Play sessions
1 M+
Crash rate
< 0.03 %
Dev time to v1.0
4 months
Languages shipped
2
MontanaBlack YouTube promotion featuring gameplay trailer and launch announcement

To showcase the game live on Twitch, I exported a Windows desktop build with full game-pad mapping — Monte could play on stream the same night.

Download MontanaBlack Kylo's Befreiung today

What we did

  • Concept & Level Design
  • Unity Development
  • Custom Editor Tools
  • Hand-drawn Art & Spine 2-D
  • Localization (DE / EN)
  • Live Ops & Updates
  • App- & Desktop Publishing

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Our office

  • Austria
    Molln
    AT - Austria
  • Digital
    office@wapps.studio