What we do

Hurricane Games plans to offer a variety of on-line multi-player games, and is working hard to make that a reality.

Where we're coming from

We got our start back in 1990, when co-founder Ryan Love - a long-time fan of play-by-mail (PBM) games - decided to run one of his own. His first game was called Dungeon, a free-form email-based game with ten players getting frozen in ice, turned into werewolves, and breathed on by dragons without ever knowing who the other players were. It only ran for six months, but by then he knew he was on to something.

A few months later, operating under the name Eros Tech, Ltd., he came out with Blood Ball, another PBM featuring arena combat in a dark future setting. Again, the first few turns were processed by hand, but as the game quickly gathered over 100 players, he turned to automation and programmed a turn processing system. This was a definite improvement even if he did have to turn the computer monitor on its side to see how the maps were going to turn out. Blood Ball ran for three years, with the last turn going out in 1993.

In 2000, co-founder Steve Sexton, a college friend who had helped with the playtesting of Ryan's first two games and who had since become an experienced software developer, asked Ryan if he would be interested in "making an online version of Blood Ball". The idea quickly took hold, and Hurricane Games became a reality. The first prototype of Blood Ball appeared a few months later, but it immediately became apparent that in order to move beyond Blood Ball to other games, we needed to take a step back and come up with a flexible game engine that we could build them upon.

Fast forward a few years, several iterations of the game engine later. The possibility of an online version of Blood Ball is much closer to reality. Stay tuned.

Who we are

Hurricane Games is currently made up of co-founders Ryan Love and Steve Sexton. An honorable mention goes to long-time college friend and fellow gamer, Doug Wilson (who was invaluable in providing insights into tricky design issues in the early days).

What makes us unique

The games; it's as simple as that. Before we were game developers, we were gamers, and it seemed to us that a lot of the games out there today are not much different than every other game that came before it. We'd like to change that.