Damn proud As some of you have noticed, we've been at the center of more cloning controversy than we signed up for. Rami spent most of his day convincing German train officers to let him use the first class WiFi aboard the six-hour train ride he was on to be able to respond to the whole thing going down.

We obviously endured a bit of a scare when news arrived of LUFTRAUSERS being cloned and released ahead of our own release schedule by another developer. This time, however, it's not 'just' the idea of the game that has been cloned, but also the visual style. This gives us much more room to fight the whole thing, and we fully intend to. The developer of the clone has gotten in touch with us after Twitter exploded and let us know that 'acttuly we genrated our assets, Codes and all newly' and that the gameplay as indicated on the screenshots 'is not there in game as in the screen shots. We just done those screnshots for public attraction'. They signed off with the note that 'we really dont think it links your game at all'.

We simply can't deal with the stress of another cloned game, so we've gotten in touch with Apple and Google to see if there is a way for for the issue to be resolved without us getting involved in yet another clone war. They've requested us to file a DMCA filing, which we (and the handsome men at Devolver Digital) have done and we're awaiting the results of that now.

We're more than happy to see games inspired by our works and we encourage anyone to practice game design and development by recreating personal favorites - in fact, many of our games have been cloned dozens of times without us complaining - but the clones of both Ridiculous Fishing and LUFTRAUSERS take 'inspiration' a step too far and into the marketplace. We're extremely exhausted from dealing with this type of cloning and even though this is an important issue to stand up against, we had hoped that we could just release a game without the cloning debate happening for once.

Ultimately, we refuse to accept this as a part of our industry. We believe that showing our games to our fans early is a better way of developing Vlambeer games than keeping secrets and just dropping the final result on people when it's done.

Now that we've got the chance, we'd also like to take a few seconds to use the clone as an argument towards why LUFTRAUSERS is almost certainly not coming to mobile - we just can't find a way to make it work as well as it should on touchscreen devices. LUFTRAUSERS requires you to keep track of three things: steering left or right, accelerating or stalling and firing or not firing your weapons. You'd need one input for each of those pairs - so on keyboard, three fingers or on a controller an arrow, a button and a trigger. On touchscreens, you'd need three thumbs.

LUFTRAUSERS is still hitting PC, Mac, Linux, Playstation 3 and Playstation Vita - with the latter being the most interesting device for those of you who would like to play LUFTRAUSERS on the go. We've been wrapping up development and we are on schedule to release the game later this spring.

Thank you so much once again to the fans, friends and press that have helped us out with Ridiculous Fishing and thanks so much to everyone for standing with us once again with LUFTRAUSERS. We hope this will be the last time we have to deal with this, but we're encouraged to know that if it's not, we won't be alone.

P.S. We really like the idea of a Vlambeer clone game jam - we might organize that after we're done crunching on LUFTRAUSERS.

If you all don't mind, we're going to take a nap now. It's been a long day. We hope to be back soon with nice news.