Back in 2024, I had the opportunity to work with Rocket Beans on a game that was pure chaos—Backyard Beans. Despite what the name might suggest, it had nothing to do with coffee. Instead, it was a fast-paced, physics-driven multiplayer battle packed with unpredictable movement, environmental hazards, and just the right amount of ridiculousness.
The Core Idea: Physics-Based Multiplayer Mayhem
The goal was simple—create a game that felt competitive yet completely unpredictable.
Players could outmaneuver, outsmart, and outplay their opponents using a mix of skill and physics-driven interactions.
Backyard Beans was built with a strong party-game vibe, making it easy to pick up but hard to master.
Movement was everything. We scrapped traditional movement for something more dynamic—
as seen in
The backyard arenas weren’t just arenas—they were chaotic playgrounds.
In
Of course, there were plenty of weird surprises.
Like in
Since Backyard Beans revolved around real-time physics and multiplayer, networking was one of the biggest challenges. Physics-heavy gameplay meant latency and desync were constant risks.
One of the first successful multiplayer tests can be seen in
We worked on smooth, networked throwing mechanics too—
The first online matches were rough, but they worked!
The ingame Steam invite system was a cool addition, shown in
Of course, there were bugs. Plenty of bugs.
The highlight of the project? We surprise-released Backyard Beans LIVE on stage at Gamescom 2024.
No pre-announcements. No teasers. Just: Boom! It’s out now!
The crowd’s reaction was unreal. Players immediately jumped into matches,
and
The
We also added guns because… why not?
There was a ton of UI work involved, and I’m pretty proud of it.
The
We went all-in on customization, too.
Finally, we wrapped it all up with some fun levels —
Backyard Beans was unpredictable, ridiculous, and exactly the kind of chaotic multiplayer game I love making.