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MachiaVillain update

A big ‘thanks’ to all of you who helped us making an incredible launch of Machiavillain possible. We really are happy many of you enjoy the game so much!

Besides the many positive messages we also received reports that our minions still need to fix some bugs. Thank you,those reports are very helpful.

Joking aside, truth is some bugs would have already been patched, but Murphy’s law struck.

Some of you might already know, we are a team of 2, one dev/coder (Alexandre) and one artist (Zimra).
After weeks of extremely hard work leading up to release, the day of the launch, Alexandre’s eyes became extremely painful, and we had to go to the emergency room. He had to have a light surgery and he has trouble seeing for now. He is going to get better, but sadly in the meanwhile he can’t code.

We have hired coders to fix the bugs until he’s back. It takes longer as they have to get to know the code. We are sorry for the delay.
We have released 2 patches, and we’re working on the third.

If you have any suggestions, or if you encounter a bug, you can send us a bug report with game data just by clicking on the “Send feedback” button (bottom right) with a short description in the title (so we can pinpoint the problem), it will help solving the issue, thank you!

Thank you for your patience and understanding and your amazing support!


We’re sending the latest version of the game (Alpha 6) to our Kickstarter backer today! 
As usual, let us know what you think, your feedbacks and suggestions with private message, mail or carrier bat!

Andi Ewington made a poster from MV art. Is it bloody awesome or what ?
Andi Ewington made a poster from MV art. Is it bloody awesome or what ?


Hello dear Villains,


Bedtime! Advanced beds boost your monster caracteristics when he sleeps (coffins increase resistance to curse, toxic bed increases resistance to poison, etc).
– New advertising system: you can send one ad every day. Also now your monsters have  access to computers to send spam, the evilest things you can do.
– Varied diet! New kind of victims: parents with kids, tourists with cameras, and dentists shaped like teeth!
Talking about diet: victims can starve now.

– Gruesome work: Functional factory with 2 benches and new resources (metal plate, brick, gold nuggets, cog,…)

 Gooey! GUI improvements:
New zone system: select the zone you want your monster to clean the blood or extinguish the fire.
Map showing the level of prestige and evilness of your mansion.
And more (more tooltips, loyalty gauges, 2 levels of disloyalty: anger then rage, icon displaying the number of days of food left, link to the wiki in progress,…)

Have a terrific Halloween,

Alexandre & Rachel

Bonjour chers Vilains,


Nous envoyons une nouvelle version du jeu (Alpha 6) aujourd’hui !
Comme d’habitude n’hésitez pas à nous faire part de votre avis, idées, souhaits, soucis par mail, message sur Kickstarter ou chauve-souris !


Lits avancés les lits spéciaux améliorent les compétences des monstres pendant leur sommeil (le cercueil améliore la résistance aux malédictions, le lit toxique rend plus résistant aux poisons, etc) 

Encart publicitaire: nouveau système, vous pouvez choisir une publicité à envoyer chaque jour. Et avec les ordinateurs vos monstres pourront envoyer des spams (si c’est pas horrifique, ça).

– Régime alimentaire varié: avec de nouvelles victimes: des familles, des touristes, et des dentistes ! Il est possible d’affamer vos victimes.

– Travail manuel: deux bancs de fabrication et de nouvelles ressources (pépites d’or, plaques de métal, rouages,…)

Amélioration de la GUI: 
Nouveau système de zone: sélectionnez les zones à nettoyer et/ou où éteindre le feu  
“Cartes”montrant le niveau de prestige et de vilainie de votre manoir Et autres améliorations (plus de tooltips, de jauges de loyauté, 2 niveaux de déloyauté: colère puis rage, icon présentant le nombre de nourriture restante, lien vers le wiki en construction,…).    

Bon Halloween,
Alexandre & Rachel

Summer Devlog

We hope you’re having a terrific summer!

Here is what we’ve been working on:

– Fighting system: Each minion has strength, dexterity, mind and endurance. Those characteristics influence the power of your minion as well as some attack effects condition.
Minions gain XP when fighting and you can use skill points to unlock new attacks or make them stronger.

– New monsters:

Doctors Frankenstein! because every monster crew needs its syringes throwing crazy scientists.

Psychic killer tires! It’s a thing. Look it up.

– Level up: Your minions progress on each task they’re doing.

– The sound of murder: We have a composer working on music exclusive to the game!

– Tons of ergonomic/GUI improvement: 
Drop down menu, listing all actions possibles instead of doing only the default one.
Highlights of objects before selecting them .
Progression circle on all important tasks.
Info on what rocks contain (metal, gold, or stone).
Display quantity of object in the storage panel.
Display fight target (red arrow line).
Hunters Info panel with theirs fighting.
More overlay info.

April Devlog

After a month of March convention heavy, we’re back to our regular schedule of coding, arting, and more coding!


Pick your team
In the last version the game started with random basic monsters.
Now players can chose their first monsters. Each has a different set of traits and job skills that make them different even when they’re from the same type.


The temporary weekly reward is now replaced by messages from the Machiavelian League of Villains with clear prerequisites to get certain reward(without having to wait for a week).
You can climb up the League of Machiavelian Villains ladder: higher ranks gets you more monsters, and other rewards.


New merchant: allowing us to have 2 separate ones: one selling monsters and one selling and buying everything else for now.
Attacks from monster ennemies: because there is an I in evil, other monsters will attack you. Good luck.
New event: ransom event. It’s the first one involving 2 steps, but no spoilers!



GUI: a lot of improvement to the UI (icons, organization, placement)
Furniture blueprints (instead of transparency)
Building: added sound and visual FX
Victims: added sound FX (scream)


MachiaVillain Progress Devlog

[English / French]


News from the beyond the graaaaave… We added 2 new big features to the game! traps and random events!
Des nouvelles d’outre-toooombe… On a ajouté 2 nouvelles features au jeu ! des pièges, et des évènements aléatoires !


Traps allow players to automate parts of the victims slaughtering for those who favor efficiency to manual craftsmanship.
Some are non lethal, useful to attract, move, push, or bind visitors. Others are… more evil-friendly.
Ils permettent d’automatiser tout ou partie du massacre des victimes, pour ceux qui préfèrent la productivité au travail manuel biggrin
Certains ne font que déplacer les visiteurs, d’autres sont… un peu plus méchants.


We have added a first batch of random events. Some are pretty straight-forward, other will have less predictable outcomes.
(and we’re going to get the frenglish fixed wink)
On a ajouté une première partie d’événements aléatoires.

Certains sont assez directs, d’autres auront des résultats moins prévisibles.

Getting the Beta version ready

With these latest features, the time to unleash the beta is close! We are hunting bugs and polishing parts to be able to send the beta version to the wonderful Kickstarter backers this month.
Finaliser la version beta du jeu
Avec ces ajouts, le moment de libérer la beta approche ! On chasse les bugs et on fait les ajustements nécessaires afin d’envoyer la version beta aux merveilleux contributeurs du Kickstarter ce mois-ci.




MachiaVillain Devlog

[English / French]

After feedbacks from Alpha and conventions players, we’ve smoothed the beginning of the game.
We’ve also completely redone the temporary tutorial. It’s not the final one, but it’s a better, more understandable version.
It’s still a Half-dynamic tutorial, so if you know how to play it won’t pop up.

Après les retours que l’on a eu sur l’Alpha, nous avons adouci le début du jeu.
On a aussi refait le tutorial temporaire. Ce n’est pas la version définitive, mais il est mieux et plus compréhensible.
C’est toujours un tutorial à moitié dynamique, donc si vous savez jouer, la plupart de l’aide n’apparaît pas.



– Have different traits, either malus, bonus, or both (ex. “Smartass”: better in all intellectual laboratory related tasks … but also a little less loyal)
– Have different levels of resistance to bleed, poison, stunned, etc…

Les monstres
– Ils ont maintenant des traits de caractère. Ce sont des bonus, des malus ou les deux. (ex: “Petit malin”: Meilleur à toutes les tâches dites intellectuelle… mais aussi moins loyal)
– Ils ont des niveaux de résistance au saignement, au poison à l’étourdissement etc…


Walls slow fire
– New “firemonster” ability: monster can extinguish fire

– Les murs rallentissent le feu.
– Les monstres peuvent éteindre le feu. 

Not just a pretty background decoration anymore, they now have different effects!
ressource_mushroomviolet   gives food, risk of intoxication: loses Heal points
ressource_mushroomdottie increases health, risk of ilness: temporary diminishing speed
ressource_mushroomtestiboule     increases loyalty, risk of throwing up: loses food

Ils ne sont plus juste là pour décorer maintenant, ils ont des effets!
ressource_mushroomviolet   Augmente le niveau de nourriture, mais en cas d’intoxication vos monstres perdent de la vie.
ressource_mushroomdottie Donne des points de vie, mais en cas d’intoxication: Ralentit la vitesse de déplacement du monstre.
ressource_mushroomtestiboule     Augmente le niveau de loyauté, mais en cas d’intoxication alimentaire: fera diminuer le niveau de nourriture.


Admittedly not the sexiest feature, but still a very important one 🙂

Pas la plus sexy des fonctions, mais indispensable 🙂

– Menu ergonomy improved
– Task manager reorganized for better clarity
– Room type automatically assigned with first furniture

– Ergonomie des menus améliorée
– Réorganisation du gestionnaire de tâches pour une meilleure lisibilité
– Type de pièce est attribué automatiquement avec les premiers meubles installés

– Balancing (overall speed, frequency of events…)
– And your usual friendly neighborhood bugs.

– Equilibrage (vitesse globale, fréquence des événements …)
– Et vos Fix de bugs habituels.

We’ve also started working on the traps, but they still have a long way to go, so we’ll develop more on our next DevLog.

Nous avons commencé à travailler sur les pièges, mais nous avons encore pas mal de boulot dessus. On vous en dira plus lors de notre prochain devlog.