Joe Danger 1 and 2 are racing to PS Vita

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Joe Danger 1 and 2 are racing to PS Vita

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Oh man! It’s so good to be back on the PlayStation Blog! PlayStation is where Joe Danger and our little studio began, so it feels really good to be able to announce that we’re bringing Joe Danger and its sequel Joe Danger 2: The Movie to PlayStation Vita next year! Our team owes so much to the PlayStation community…

We released Joe Danger on PS3 all the way back in 2010, which seems pretty much like a decade ago now. To us, anyway. Joe Danger was inspired by our love for the fun, colourful and challenging games that we grew up playing on SNES and Megadrive, and with your help our little fat stuntman gained a load of fans and highscore chasers, which made us incredibly happy (and frustrated with our skills at our own game).

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Anyway, the game did well enough to give us a chance to release Joe Danger 2 last year, which was the Joe Danger we had in our heads (before the realities of our little team actually getting it finished got in the way). With loads of vehicles, scenarios and settings, we’re incredibly proud of it.

This should all explain why we’re so pleased to be able to announce Joe Danger for PS Vita. It’s something we’ve been quietly (but excitedly) working away on for little while (if you could play it right now, you’d be excited too!).


One of the reasons we’ve fallen in love with PS Vita is its power. It’s super, super important to us that our games run really smoothly. Like, 60 FPS smoothly. There’s nothing like the super-slick movement and sense of responsiveness of a really well-made game. That screen just looks so lovely showing colourful, vibrant games too.

Another big reason why Vita’s perfect for Joe Danger is in its controls. On PS3, Joe Danger uses pretty much every button, stick and trigger for something, so all Vita’s inputs, from its touchscreen and rear Touch Pad to its dual analogue sticks, are essential. We aiming for Joe on Vita to play at least as well as it does on PS3! We’ve got some surprises in store for our level editor too.

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We want to bring the console games across without losing a single bit of what I’m proud about, so we’ve got a lot of work ahead of us. But hopefully I’ll be able to tell you guys more as we get closer to launch. Maybe there will be a few surprises! (There will be.) Until then, thanks so, so much for all your support over the past few years. Without you guys, we wouldn’t be here, so I hope we do you proud :)
Speak to you again real soon!

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