**UPDATE: The below online versions are out of date. Either get the Chrome Web Store version, or play it here.
Get it from the Chrome Web Store: Click here
+Play online now (works best on Chrome)
+Here’s a downloadable version.
Or buy it from my site to have a copy auto-emailed to you with compatibility with both Firefox and Chrome (WARNING: users are reporting issues with recent versions of Firefox, but it’s perfectly stable in Chrome).
NOTE: Due to Chrome’s “security measures”, the game must be installed as an extension in Chrome. If you buy through my site, READ and FOLLOW the brief instructions included with it. A couple users have reported large delays in the time between payment and reception of their copies, so email me (ektomarch at gmail dot com) saying you didn’t receive your copy and I’ll send you a link. Make sure to check your spam folder.
Five word summary: Nazis in Hell fighting demons.
Five more words: It’s pure Javascript and HTML5.
Today’s the day I finally decided to release Subbania to the public. Countless times I wanted to drop the project and even give up game development entirely. Many frustrations came from unexpected bugs introduced in Chrome updates, poor testing of my old code that resulted in game-breaking bugs months down the road, and my own poor work ethic. It’s a game I should’ve finished a year ago, but I let it stew.
I’m glad I did.
Most of my greatest ideas were conceived in the last 4-5 months of production. If I’d given up and simply released it when I’d thought it merely felt “good enough”, the game would’ve lacked a cutscene system, most of its object interactions, many of its bosses and enemies, and the current plot. It would’ve lacked little graphical refinements and the soundtrack it has now. All of these came together in the last days and left me with a work that I’m not only satisfied with, but proud of.

So what’s the end result?
118 levels, 25 songs, around 20000 lines of code, so many enemies and entities that I’m not even going to bother counting them, and a few solid hours of content. I’d estimate that a typical playthrough will take a good 3-5 hours, with most leaning towards the longer side.
As for my frustrations that led me to consider quitting, what was the biggest? Chrome, probably.
Two-thirds of the way through development, a small update was released for Chrome. This update yielded one hell of a strange bug: if no wall tiles were visible, the game would slow down. Frustrating, yes, and my frustration was compounded by the fact that this slowdown would continue to worsen even after walls came into view. The only solution was to restart. The only “fix” was to plop small, essentially worthless walls in open spaces.
Problem solved, right? Not exactly. In rooms with no shadows enabled, this same error would occur. Obviously it was an issue with shadows not being cast off walls. The problem only existed when a function wasn’t being called, and this function’s sole purpose was to draw a polygon.
It gets worse: this issue only seemed to exist on my laptop, which was running OS X Lion at the time (which is a disaster in many other ways), and my desktop had zero issues entirely. Clearing out all browser-related data did nothing to fix it, and the only full solution was installing Mountain Lion, which unexpectedly fixed everything. If anybody out there is still running Lion, then I’m sorry—any slowdown can safely be pushed onto Apple.
Yet another annoyance from Google, but mostly a consequence of my own negligence, was discovering that Chrome store apps need to be packed into 10 MB zips. Subbania was 90 MB of content at the dawn of my realization, resulting in an assload of fat being trimmed by compressing my audio all to hell. As somewhat of an audiophile it pained me, but it was the only way to cut size without cutting content. Simply converting my MP3s to OGG of similar quality reduced my file size by about 40%. Still, this clearly wasn’t enough and I had to settle for Q1 for most files, and Q0 for a small number of larger files that didn’t have any majorly audible drop in fidelity.
In the end, I managed to pack all of my assets into a 13.5 MB folder. I feared the worst—cutting content. The music couldn’t be compressed any further and nothing else could possibly be shrunk.
Then I zipped up the folder.
9.8 MB. Disaster narrowly avoided.
Other aggravations of note included some versions of Chrome killing audio; the one that pushed manifest version 2, which as a byproduct made me push even the smallest snippets of code out of my HTML files and throw them in a JS file, and having to use this file to reinsert these functions into the HTML file (this was more of a headache for one afternoon, but it does result in some sloppier code); and a couple other less-notable bugs. One side effect of Google’s “security measures” was me having to push my init() function that executed at the onload of the body, which sometimes wouldn’t be recognized in the javascript file, which resulted in what looked more like a symptom of save corruption since clearing out save data seemed to fix it. When I encountered this bug again after a thousand “fixes”, I decided to just execute init() directly in my code, ignoring the body, and it seemed to fix it. At least, I think it did and all tests seem to indicate so.
My only remaining hope is that no major update with game-breaking “features” is released immediately before or after Subbania, killing it at launch.

Now, why am I asking for money for “just” a browser-based game? Because it’s more than “just” a browser game. It’s a full game that happens to be played through a browser. HTML5 up to this point has been nothing but Pacman clones and 40 second minigames made to test the technology. I want to push this with games that have a little more meat and story. Just thirty minutes would be a pretty damn good length for any browser-based game. Subbania is eight times that.
So here’s my game. It started as a simple test of HTML5 tech back around June of 2010. By July it was decided that it’d be a short, simple game about pirates with a submarine. Around November was when I decided that it’d be a game about Nazis in Hell, and now, over two years since I started, it’s a full adventure with more content than any other native HTML5 game I know of.
Since I’m sure players would like to know what they’re getting, here’s a more thorough description: Subbania’s an action-adventure game with a considerable degree of focus on exploring and dialogue between characters. The player comes to face countless demons, many aggressive, some with mitigating backstories, and some who only want the player to succeed. The player takes up the role of a Nazi captain and his crew assigned a mission to lead a silent invasion against the American fleet on the east coast.
I’m shit at describing my own work, so just watch the video or play it. 30 seconds of video says more than a dozen paragraphs ever could. It’s a game with shooting, Nazis, Hell, some light puzzle solving—not a brain-busting overabundance of “How the hell was I supposed to figure that out?” puzzles that most indie games these days have—and loads of action and bosses with some dialogue in between to make you want to play even more. If this sounds like your kind of game, then it’s probably worth the price or more.
An additional thing I’ll include is a scan of 70% of my game notes, showing my progress over the years. I feel like some people may be interested in the development, and this gives some insight (kind of) in my transition from a know-nothing kid to someone with some degree of skill. Here: http://www.mediafire.com/?ycp0yyny63wpn16
Chrome store: click here
And here’s the game for purchase for non-Chrome users. I recommend buying through the Chrome store instead.
If you purchase the game through my site and don’t receive it, either comment with your email below (don’t worry; it won’t be published and it’s guaranteed that I’ll see it and respond quickly) or contact me through email, which is this ektomarch at gmail.com
You should also do this if you discover any game-breaking bugs or other major issues. General feedback, positive and negative, is welcome in the comments.
This game could not get any cheaper. I just hope that what I pay for is worth it.
Relax there.. 2 Dollar that you wont spend on Chips and Cola.
Game looks great! Can’t wait to try it
It is interesting to see that commercial pricing works – $2.99
I’m really interested in the game, but dont want to support paypal. Is there any other method of purchase?
The only easy way for me to distribute through my own site was with Paypal. I did have Amazon Payments, but Amazon randomly locked down my account for reasons unbeknownst to me and they only gave me generic automated responses.
Buying through the Chrome store lets you use Google Wallet/Checkout/whatever they’re calling it these days.
You should look into Stripe.com – it’s really easy to integrate into sites with the “Stripe Button” thingy
Game looks awesome btw, have you thought about putting it on like the Chrome App store or similar html5 app store things?
+1 for stripe.com .. really easy integration and deployment for .Net and Node.js so far.
Check out Bitcoin brother, this is what it has been created for. No middleman, no company to lock your account, ridiculously low or no transaction fees. Feels good, man.
Quick Question.. Controls?
Any manual?
Love the game so far ^^
Arrows control movement, Z activates boost, X shoots, C changes the weapon type, and Enter pauses. ZXC correspond to 123, if one prefers.
Thanks, I slowly figured it out hehe.
The game is great ^^ I looked into the js files.
Great game and now I can also learn a bit more about level creation in javascript ^^
This trailer is pretty dope, looking forward to purchasing . Especially interested in listening to some more of the music, enjoyed the bit in the demo.
Solid effort dude. Keep banging.
This looks absolutely amazing, and I can recognize that a tremendous amount of work went into it. For me, it’s an immediate purchase with no hesitation. I am an HTML/JS dev and am excited to see your source (for me, that alone would be worth so much more than your listed price), and I love the atmosphere you’ve created and the style of gameplay. Very Metroid, very classic B&W Mac, yet very distinct. The art, the music, the in-game effects — gorgeous. You should feel proud of yourself for having taken this through to completion, and I hope you continue making such awesome projects in the future.
If we buy it straight from you and not through the chrome store do we get the game with full quality audio?
Not yet, but you will soon. The high-quality version would be 100 MB a download and my server’s already taking a beating. Once it dies down I can put together the “true” version and send it out to everybody who bought it.
Awesome great stuff. Can’t wait to get off work and check this out.
Very promising, and very inspiring!
Check this out https://github.com/rogerwang/node-webkit (I am in no way affiliated with this platform, I just think it’s awesome)
Basically it allows you to wrap webkit and node inside an executable for the big three platforms (windows, mac and linux). This avoids the inhumane task of developing for ever evolving web platforms, because you can ship webkit with your app. Also it opens a whole lot of potential, because of you have the ability to run node through your client side js, think about node packages, file access, setting gui window dimensions, fullscreen etc.
node-webkit is still very new, but I would rather buy this game as an app, through a paypal purchase from your site (or even on the Apple App Store), than just an index.html I have to open in a compatible browsers with all the distractions. I feel a true .app (or .exe) with an icon, is more inline with other games. Don’t get me wrong, I appreciate the tech stack, but to a more general audience a true app might be somewhat more preferable. Although I do realize your audience might mainly be tech people. But that is just my two cents.
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Tried to start your trailer video. All I get is “This video is unavailable”.
You really should have the demo playable on your site.
If hosting is a problem, use a combination of CloudFlare and/or CoralCDN. Both are free, and reduce requests/load a lot!
Heck, I’ll host it for you if you’d like.
Thank you for the game, it’s amazing so far and I’d gladly pay more for it! At least for me, with Firefox 16 it didn’t work at all (got stuck in the USA map), but on Chromium 20 with the provided istructions it works perfectly.
God likes the Beattles best. He requested Octopus’ Garden.
God says…
6:2 Have mercy upon me, O LORD; for I am weak: O LORD, heal me; for my
bones are vexed.
6:3 My soul is also sore vexed: but thou, O LORD, how long?
6:4 Return, O LORD, deliver my soul: oh save me for thy mercies’ sake.
6:5 For in death there is no remembrance of thee: in the grave who
shall give thee thanks?
6:6 I am weary with my groaning; all the night make I my bed to swim;
I water my couch with my tears.
6:7 Mine eye is consumed because of grief; it waxeth old because of
all mine enemies.
6:8 Depart from me, all ye workers of iniquity; for the LORD hath
heard the voice of my weeping.
—–
I saw Yellow Submarine when I was a kid.
I just got propelled 20 years back in time! And that’s a very good thing. Your game has an amazing feel to it. From the retro bw style and chipsound music to the cut scenes. I’m blown away. Very well edited dialogues. One of the best retro games in ages. And it’s HTML 5!
Too bad I have to work right now, I’d rather spend the day with this game
From the trailer, I’d pay you $3 for the music alone.
Hey,
Talking about alternatives for distribution have you had a look at https://gumroad.com/ , basically sell a digital asset through a link, its all hosted on their servers.
Just an alternative to Paypal and thrashing your server with the 100MB file
The art style reminds me of “Hero Core”. Seems you missed the opportunity of PNG compression. With a few passes using the PNGOUT tool (but there are several others) your images folder changed from about 1 MB to 0.3 MB.
I actually started on Subbania as it looks today about two weeks before I discovered Hero Core, so it was a funny coincidence. Hero Core didn’t have any influence on the graphical style, but it did have a little on the gameplay.
And I had tried a different application which I’d thought had slimmed down my images quite a bit, but I suppose there are even better tools out there.
Hi.
Your HTML5 game looks great.
With CocoonJS you can build your game for Android Market and Apple Appstore. Near native performance. No Java or Objective-C needed. I would love to play it on my phone.
Link: http://ludei.com/about
Take care.
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Have you heard of Bitcoin? Would you consider adding it as a payment option?
Hi there. I purchased your game via PayPal and did not see how to download it. I’m sure you’re inundated but I’d love to play your game. PayPal account is same as my email. Thanks and kudos on shipping!
Joshua
Sent an email. Hope you enjoy it.
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I just bought the game through your site, how long is it supposed to take to receive the game?
Most people are getting it immediately, but one person emailed me saying it took 25 minutes.
I sent you an email with a link.
Cool, thanks for the quick resolution! I am looking forward to putting in a serious amount of time with your game!
Just thought I’d come back for a minute and say how great I think this game is. I love the eerie atmosphere it has, and they way the lighting doesn’t let you see what’s very far ahead of you and around corners. The music is top notch and compliments the look and atmosphere of the game. Thanks for making this!
Just bough your game because I had some fun with the source code of your demo – it was really cool to see how you coded and developed this game. I will definitely play it also – for now I reached the first boss (the giant octopus) but it is so boring to die, so I changed the gameover state to be always false
). Just wanted to say I congratulate you for your work; I can see you worked a lot for this – not only for the actual engine and gameplay but for all the levels. I played it in Opera – it works ok here too – you can loose the “just for firefox” html name.
Only one negative things I noticed so far: that “talk” sound – or beep at every line is absolutely annoying – had to remove it.
Some kind of instructions would be good. I’m sorry to say I returned it on the Chrome store because I couldn’t figure out how to skip the intro sequence.
Sorry about that. I’ll add a skip button and mention of controls in an update soon. The skip version is currently in the demo, but I want to iron out the issues it can cause.
Hey, I don’t know where you’re supposed to report bugs and stuff. I’m running it in Chrome, I uploaded with “load unpackaged” just as the instructions suggest.
The bug is that there’s a frame rate drop at this part:
In the Chrome console it says “Player not yet defined”.
The game is great so far, I’m really enjoying it.
Ok the image was not posted with my comment here’s the link: http://snag.gy/IDgCI.jpg
That’s actually a consequence of directly manipulating the canvas’s pixel array to invert the colors. When the canvas is scaled, the game needs to invert exponentially more pixels. For these places, you can scale the game to the default size and it’ll run smoothly. Hopefully Google will work on making these operations a little more efficient in the future.
And I’m glad you’re enjoying it! I hope you share it with others.
I purchased the game through the chrome store. But I’m getting a “manifest is invalid” error.
I’m running chrome Version 22.0.1229.94 Ubuntu 12.10 (161065)
When did you purchase it? I recently updated it and I hope that isn’t the issue.
Just checked and it seems you bought it around the time I updated. Try uninstalling and reinstalling, and if that doesn’t work, I’ll have a copy emailed to you in about an hour.
Is there any reason i cant buy it from mexico?
Don’t know why that’d happen. Did you use the Chrome Store or did you try buying it straight from me?
This is absolutely ridiculous, can’t wait to try it out.
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Hey I think there’s a bug in here:
http://snag.gy/I3FPB.jpg
I already talked to that… thing. But when I go to that part again I get trapped in that screen.
Yep, a friend of mine also reported the issue.
I forgot to prevent the screen from locking if you decide to visit a second time. Dumb little mistake, but at least it’s not along any crucial path. If it’s bugging you, I could release a small patch soon. It’s just one little snippet of code.
And thanks for reporting bugs!
I would love it if I could get the soundtrack
Seriously dude I would love a copy of the full soundtrack in decent quality
What do I do after I get the auto-targeting shots?
I’m stuck in a room with statues that breath fire and there are vines blocking the exit so I think I need to use the fire to burn the vines but I can’t figure out how.
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Just finished the game & I found some bugs, mostly pretty minor. I used the downloadable Firefox version.
-issue with reentering the whale thing’s room, already noted above
-you can leave the boundaries of room 65 (one of the areas with the poster/painting things in the background) by burning away leaves cleverly
-there’s a hole in the wall in room 109 that lets you leave the boundaries of the room (could be intentional)
-the magnet area can be entered from the wrong side (and the boss can be fought from behind, if you’re clever, though you can’t win)
-the homing gun seems pretty buggy in general and tends to home in on things that don’t exist
Plus a couple of things that might be specific to my version:
-after pressing the scale button, sometimes switching between the pause menu and the main game also begins switching scalings. subsequent presses of the scale button don’t fix this
-in the ship area, in the long room near the beginning that branches off (didn’t check the room number, sorry) going to the rightmost end of the room glitches the graphics severely
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I’m enjoying the game a lot but I’m stuck — can’t figure out how to “clear my own heart” a second time to pass through the “artery” (after the friendly rum dealer creature with the eyeball in his giant mouth). I somehow missed the auto-targeting weapon (and maybe some other things) so maybe I need that in order to pass through this artery? But the game won’t let me backtrack that far. I only have two weapons.
Also, @Ian, if you haven’t figured it out yet, just let the dragons burn the vines for you. Hover near the vines and then dodge the fireballs.
After you exit the ship area, there’s a branching path. If you go down and right, you’ll end up at the second artery. If you go left and down, you’ll pass through a hall of paintings with a portal painting at the end–this is where you’ll find a boss and then the homing shot. After this, return to the save point, move to the right-up area with a magnet puzzle, face another boss, and then you can clear the second artery.
Hope that helps.
How do I get out of the boss room after collecting the homing shot?
I can’t seem to move the statues, am I meant to have a magnet weapon?
You should. When I was testing the game I couldn’t even make it to the homing shot without the magnet beam, but I guess some more creative people have been finding ways.
If you’re absolutely stuck, you can open up the javascript console in your browser and run this:
states.playerWeaponList.push("MagnetBeam")That’ll give you the magnet beam.
I also managed to get to the paintings without the magnet beam. In my case, I manipulated the light puzzle to get to the rum captain before upgrading bombs. Subsequent visits to the rum captain left me stuck: the screen pans as if dialog is about to start, but the captain says nothing and I have to kill myself to leave the room.
Actually, that JS snippet didn’t work:
“ReferenceError: states is not defined”
(Game is running in Chrome, OS X, from jayisgames.com)
Thanks for helping, I feel both stupid and clever for managing to get myself stuck like this.
I’d rather reset the game than miss out on content though.
I actually went and looked through my map editor–it doesn’t seem like you can become completely stuck. You’re just going to have to go back to the wooden ship area and get an upgrade to your bombs and then the magnet beam, and after that you’ll have to get the homing shot again.
So you shouldn’t have to miss out on anything.
I’m having the same problem with getting to the second artery without the magnet beam or bomb upgrade. I found the bomb upgrade but can’t find the magnet beam. I tried opening the javascript console but got the same error message as B did. :-/
The solution works only when you’re not playing it on JayIsGames.
Anyways, here’s a screenshot of where you’ll find the magnet beam:
Get into the door marked 61, fight a boss, and then you’re ready to go.
How do you get past the beam? Have I missed another upgrade? lol
I’m actually stuck in this room. I’ve talked to the “friendly spar” creature in the next room, gotten the cutscene after that, and can’t get any further. I missed the bomb upgrade, so I can’t get to 61, and I can’t get past the lasers, as the carrier creature puts the spike ball too low to get through. Any suggestions short of restarting?
The laser, I mean.
Nevermind. Just figured it out. Whoops
By the way, thanks for your help! Really enjoying the game.
Playing in Firefox on Jayisgames, I ran into what looks like a game ending bug. After a lot of backtracking I finally figured out how to pass the vines to reach the insect boss. Then after even more backtracking I figured out how to get through the ceiling in the same room.
I passed through the next room, saved the game, then destroyed a couple rocks to pass through the floor. I picked up a fire rate upgrade. I decided to use the bottom portal first and come back for the top one later. As I approached the bottom portal my ship and everything near it vanished. I backed away and the ship appeared again. I went on through the portal, saved the game, explored a little further past the giant crushing monster and found a dead end above a lava pit, where the only way forward appeared to be a cracked wall. I can’t pass cracked walls yet, so I went back to the save spot.
When I went back through the portal, the whole screen blacked out. There were still sound effects but I couldn’t see what was happening, even if I kept moving away from the portal. Even the map screen was blacked out. Since the only way I can advance is back through the blackout, and my save is past the buggy spot, it looks like my save just became useless.
Same problem here.
I’m kind of uncertain as to where you are, but I think I have an idea.
Could you provide screenshots of where you are? Also, below the screen should be a number telling you what room you’re in; if that’s there, can you tell me what it is?
I can’t reproduce anything like this, but I’d like to find a way to fix it.
First guest here again. I can’t get a screenshot, because when I went back to the game the Load option was gone. Maybe they changed versions and lost the save.
However, I updated Firefox recently, and now the same disappearing sub trick happens on the very first level. I used this link:
http://ektomarch.com/games/SubFinal/Subbania/SubbaniaCombo.html
All I did was drive forward firing. Suddenly, no sub.
It’s the room with wooden walls and a feeder enemy on the top path. As you approach either exit the screen blacks out. If you take the bottom exit you get to a save point and a half circular enemy that tries to crush you from below, I took the bottom path and lucked into the save point, refreshed and the screen was there, but on returning to the previous room the screen blacks out again and forward is only lava.
You can still move around and shoot, but it’s like the screen is above or below your field of vision.
I’ve tried checking what could be causing this, and I couldn’t find anything. It’s a bug I experienced in previous versions on Firefox, but I can’t seem to replicate it now.
I’ll dig around some more.
I seem to be stuck at the queen’s lair. Everything goes fine until, quite suddenly, two lasers appear, with blocks on the end of them. They seem to follow me around until they kill me, and I’m not sure where to go from here. I currently have the bomb and torpedo, as well as a few upgrades to fire rate, repair rate, and armor. What do I do now? I seem to be rather stuck.
Never mind. I got past it. Now I’m on the mermaid boss thing.
Hello, its my second attempt and I’m stuck at the same spot. I’ve defeated the shrimp queen, and went and talked to the British monster (I’ve named him Simon). Now I can’t seem to find anywhere else to go. I’ve backtracked a bit to see if I’ve missed something but can’t find anything. I only have two weapons, some armour and a boost upgrade.
After you beat the shrimp queen, you’ll see that there’s a destroyable wall above. Use your forward torpedoes to destroy it.
I stuck after defeating the shrimp queen. How do I get through the ceiling? Currently I don’t have the bomb upgrade yet.
Your forward torpedo oscillates up and down. You should be able to shoot the blocks above you.
Also, to get the bomb upgrade, you need to get lava resistance. Then you’ll have to backtrack a bit (to where there was a branching path and wooden swastika) and follow the other path. The bomb upgrade will be down there.
Before my game ending bug, I figured out you can get the crabs to toss shots high enough to hit the barrier. If you can’t do it with torpedoes, try that.
I just upgraded the bombs, and now I can’t go back to the lava area earlier because vines are in my way, I’m stuck.
You’re going to need the magnet beam to return back to that area. Now that you have the bomb upgrade, you should be able to blow apart the wall in that room with lasers everywhere.
What changes if you kill the creature?
You get a bad ending. The captain still sacrifices himself, but time reverts to before the mission started. The characters are doomed to go through hell an infinite number of times.Highlight the above for spoilers.
Hey, I can’t view your site properly within Opera, I actually hope you look into fixing this.
Fanart for Subbania I’ve recently completed: http://i.imgur.com/hsOJtoH.png
I tried to fix what my terrible scanner did, by my skills in photoshop are limited to dodge, burn, blur, and clone stamping. :T
That’s pretty kick-ass.
Your rendition of the fish is fantastic.
Thank you! Drawing is a hobby that I don’t have a lot of time to practice.
I thought Fil (his name in the image files?) was an interesting character. His images weren’t much to go off of, but I figured something like a trout with tusks, seal flippers, and a cetacean tail would fit, being a demon and all.
Although I do wish to ask: is he, in fact, a demon native to hell, or another species sent to the same version of hell as the captain, or a human that degraded/changed into a demon?
He’s a man turned into a demon. Every demon in the game has their own hell personally engineered for them, and Fil Phish’s involves him taking on that form and being forever bound to his ship.
What makes the captain and his crew unique is that their personal hell forces them to transcend the boundaries of the other demons and keep digging deeper.
And I hope you find more time to do what you love. I stayed up late countless nights to balance my work between Subbania and other things.