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Mammoth Gravity Battles
Mammoth Gravity Battles


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About us

Mammoth Thoughts

Cambridge, UK


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Project Length:
Has been in development for four years, part time.

Game Engine:
Unity. (Code is in c#). It uses unity for all graphics and sound and GUI, however all the physics are all calculated in our own engine

PC (XP or newer), Mac, Linux, Android, iPhone, iPad, Windows 8 Tablets, Windows 8 Phone. Hopefully if things go well we'll look at Ouya and consoles.

The team:
Mammoth Thoughts is a creative game designer made up of one individual, passionate about games and prehistoric elephants.

We are interested in creating great games that are doing something new and make you think as well as being fun. We also like woolly mammoths.

Number of Newts:
Hard to be certain, 15 confirmed sightings in The Pond. Actual number is likely to be higher.

Description of the game

Mammoth Gravity Battles is a turn based strategy game about gravity and woolly mammoths. With space-ships, planets and shooting things. For PC and Mobile.

Mammoth gravity battles is a turn based strategy/artillery game with high quality 3d graphics and featuring complex 3D levels or simpler faster 2D games, multiple weapons, four player battles and a story driven campaign. Similar to death star battles/gravity wars you aim the shots from your mammoth ships and watch as they fly in all three dimensions pulled by the gravity of the moving stars, planets, asteroids, moons and black holes in each sector. Currently being developed, for release in 2015 on Kindle Fire, Android, iPhone, iPad, Windows Phone 8, Windows PC, Windows 8 RT, Mac and Linux.

Key Features

  • 3D gravity artillery game
  • Combination of artillery and turn based strategy gameplay
  • 4 player multi-player
  • 60 mission story mode/campaign
  • 16 different weapons
  • Varied procedural generated systems to explore
  • Moons, Asteroids, Planets, Gas Giants, Stars, Super-giant Stars, Wormholes, Black holes, White holes, White dwarfs
  • Destructible planets
  • Multiple units per team, strategic movement and health system
  • Simultaneous turns - All shots fire at once


  • Super Game Droid "Gorgeous 3D TBS Game Mammoth Gravity Battles Zooms On Android"
  • Pocket meta - 4.8/5.0 "Itís like the better, mature version of Angry Birds for the grown-ups and the fans of geometry and all things scientific."
  • pocketgamer 7/10 - "the gorgeous visuals, constantly drip-fed mechanics, and sheer amount of content make Mammoth Gravity Battles a compelling experience that's difficult to put down"
  • Android Police - "It's an interesting take, certainly, and the inclusion of a multiplayer mode doesn't hurt. One dollar gets you in with no ads or in-app purchases."
  • Indie Game Mag - "Apply Careful Strategy for Explosive Mayhem in Mammoth Gravity Battles"
  • Pocket Tactics - "Mammoth Gravity Battles, puts you in the wooly shoes of a mammoth in space, using gravity to blow the crap out of your ice age ex-comrades"
  • Droid Gamers - "So think of something like Angry Birds, only it with gravity sources pulling in more than one direction"

History of Mammoth Gravity Battles

This is a game that I have made a number of times, each time taking it further in terms of features and gameplay. It started with being inspired by Gravity Wars wars, an old Amiga game, and putting my version of it on a 1992 graphical calculator. This was actually more of an achievement than writing the current game in 3D for multiple platforms. It was a viral hit - photocopies of the code went round the school, whole maths classes were caught playing the game. Later in life I built an improved version as a Java applet called "Death Star Battles" The improvements included multiple ships per team, up to 12 players and different types of celestial object: stars, black holes, wormholes. It was also a hit, being played by hundreds of thousands of people on different online gaming sites. It also won some modest awards. I started making the modern incarnation four years ago, writing the game engine in c# targeting PC, Web and Windows Mobile. The game engine was moved to Unity and now supports a wider set of platforms.

Built on a train
My development studio is the 7.18 from Cambridge to London Liverpool Street - almost all of the game has been written, designed and tested during my twice a day hour long commute to and from my job as a IT manager for a London investment bank. Doing just 2 hours development a day introduces challenges but allows the game to develop a consistent pace and leaves breathing room for creative ideas to mature. I get strange looks from other commuters, as I work away on my laptop, but its worth it.


Gameplay Video: Vimeo: | YouTube:

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