Well, Caveman Arts is now in a coma, and likely to get worse, while the little dribs and drabs of pennies accumulate very slowly into a bank account, awaiting to be distributed to various parties interested in recouping some money back, sometime in the next future. The company folded into a pair of little cotton socks when the expected cash flow never materialised as strongly as was suggested by the Publisher. Our last game, FIM Motocross World Championship, sat in the laps of the Publisher for almost a year before being released just a few/several months ago and, it appears, from what I can see anyway, it's not as good a seller as it was expected to be (hehe). Now, being in full-time jobs at present that has nothing to do with games, we occasionally look back on the 3 years of the company's existence and weep into special teardrop buckets with dismay about how it all went downhill. There were many reasons of course but, if I were to personally put my finger on the main Culprits of Doom, it would be on a couple of uninterested directors and restricted cash-flow. I wont go into details, as it's too painful and ridiculous at the moment but, we did come out of it with a much better understanding of the mobile game development process and pitfalls. How we can use this in the future, I've no idea, as our time is taken up with other things more mundane and immediate that we cannot contemplate another crack at a game development company for a very long time, probably. Meanwhile, we are still helping our anti-drugs ensemble who took over our idea regarding helping users off drugs and is in the process of recruiting people to help with the pilot, due very soon. Again, the powers that be seem to be on a different track than ourselves because, we wanted the design used in educating high-school kids in the privacy of their own space prior to them using drugs whereas, the health service et al wanted it changed to help users already on drugs so, we did our best but, with the knowledge we've gained in this process, through meetings with drug workers, users and health officials, I find it highly unlikely it will become a successful tool but, that's how they wanted to spend the money so, it's a wait and see scenario to see what the outcome of the pilot will be. To cheer us up though, we realised that an anti-drug advert on the tv that's been shown over the past year was based on our idea for a game that was presented in front of the many, including health service people, at a conference a couple of years ago, yaay! (It's the one with the guy in his room and, as time goes on while using drugs, his possessions disappear and his room gets all dingy). So, there you have it....we tried - almost failed several times - kept going - understood how bad things were getting - decided to end company - pressure now off. Oh how I'm glad now that we have normal jobs but, we're always still looking at other opportunities....just in case it's the right one for us!.