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BARS — Our next project, more information coming soon.

3 January 2026

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Our titles have recently hit a collective 10,000 views across the internet, a huge milestone!

8 May 2026

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macOS, Android, and Web Support

Published: 1 January 2026

OUR STORY

A personal message written by a co-founder of EBJB Games

EBJB Games was founded on the 4th of February 2022 by two people - me and a friend of mine from secondary school.

One day, we got addicted to this flash game called Resizer, developed by Robert Alvarez, and we really wanted to try and recreate it. And thus, EBJB Games was born. We would spend several weeks developing the game, but eventually we stopped because our lives were getting far too busy to continue working on it.

At around the same time - March 2022, we began developing Pigeon Puller. Originally an idea formed from an inside joke, this ended up being our debut title rather than Resizer. We would spend over an entire year developing the game on and off until it was finally ready to publish in May of 2023.

After the release of Pigeon Puller, EBJB Games began to grow and by September of 2023, the team would grow to five dedicated members.

We felt bad for abandoning Resizer, so we decided to publish a demo version of it as it was incomplete and, like Pigeon Puller, not exactly our best work. I'll be the first to admit our earlier games didn't exactly look outstanding.

When we finished developing Five Faizul Fridays, we thought that we had done the best we could with the time and resources we had. Little did we know how big our next project would be.

Almost a year later, we finally released Dead End and it immediately became our most successful title; becoming over 3x more popular than Five Faizul Fridays in less than a month after release. It was the biggest project we've ever made. 3x more code than Five Faizul Fridays, and more hype was generated for this game within our playerbase than any other we've ever made.

To complete Dead End's storyline, on top of the main game, we created two more expansions - The Fugitive and The Lionfield Cure.

Dead End, along with its two extended storylines took about a year and a half to complete, from the moment our plans for Dead End were put on paper to the moment I hit "Publish" on the page for Dead End: The Lionfield Cure. This is the largest project I've personally ever worked on, and I've worked on literally hundreds of projects - big and small (200 to 350 if i had to approximate a range) in the past 9 years of making games and programming. Never have we spent more time, effort, and money in a game before until this one. Many sacrifices were made so we could get these games out to you sooner and better than any of our last productions. And we don't regret a thing.

By the end of the Dead End project, it was just me left as everyone went their separate ways. All planning, development, and advertising is now done by an individual person. What once was a development team has now become an individual's project, something I do for fun when I have time, and it's really hard being a solo indie developer.

I decided that building on Turbowarp was no longer viable and if I wanted to take this seriously and learn skills that would make me a better and more employable game developer, I'd have to learn a proper game engine. My next project, Five Faizul Fridays DX, would be built on Unity.

Five Faizul Fridays DX was released not long after, quickly becoming one of the most successful games I have ever made, with the downloads counter continuing to grow for five months straight before plateauing. I experimented with something new and everyone who gave feedback loved it.

I'm now developing BARS. An incredible amount of planning has been done for this game and I'm finally teaching myself pixel art for the first time, so my future games can look at least slightly better than Pigeon Puller... Life is quite busy nowadays so I don't get to work much on it, and it's the most complex project I have ever worked on - its scope is enormous compared to some of my previous productions so I'll have to really push myself to get it done, but I can promise you that I will complete and publish this game, whether it'll take me half a year or half a decade. I've already announced it, I will commit to finishing it.

And that brings us to today! If you would like to stay up to date with news, announcements, and events, I highly suggest you join our Telegram channel and Discord server, and subscribe to our YouTube channel. Your support is extremely valuable to me as it helps me stay motivated to try to do the best I can as a solo developer.