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Devlogs About Game Design

Red Hope: missing fractions and orbital takeaway
Game Design
Your dinner has reached Mars, but it's still orbiting the planet. In Red Hope, my colony survival game, keeping a small crew fed can involve discovering that yo...
Quick Halloween Update!
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Game Design
Happy Halloween everyone!🎃 It's been a while since I've made any posts anywhere. I'm still alive! And still hard at work making Coagulation Station: Fleshfal...
Have We Set the Bar Too High?
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Game Design
Hey friends, Thank you to everyone who's been following along, wishlisting , hanging out in the Discord , and signing up for playtesting since we opened things...
Finding my own way to play
Game Design
Video games have always been one of my favorite hobbies. However, gaming can be an expensive hobby. New hardware, games, and upgrades aren't always affordable...
History of Commedia dell'Arte
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Game Design
Harlequinade is based on commedia dell'arte, an entire type of play originating from the Renaissance era and is where popular clowns like the Harlequin, Pierrot...
red hope on mars: the crew fixes broken life support now
Game Design
Red Hope is my Mars colony survival game, where you keep a small group of pioneers fed, housed and breathing. This one's about the breathing. When a storm break...
red hope on mars: pipes you can push around before you build
Game Design
Red Hope is my Mars colony survival game, where you keep a small group of pioneers fed, housed and breathing. A surprising amount of that comes down to pipes, s...
Motivation in a Combat RPG
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Game Design
What Truly Makes People Want To Do Something? I ask this question not because I have some imperative that demands I manipulate people to my own purposes; I'm a...
October recap!
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Game Design
Hi everyone! Here is a recap what I did this month! I'm going to divide this into sections a bit so it's easier to read:) First I want to say that a lot of thes...
red hope on mars: the colony gets drawn
Game Design
Red Hope is my Mars colony survival game, where you keep a small group of pioneers fed, housed and breathing. This week it stopped looking like a tidy 3D model...
Between the rules and the stories we tell
Game Design
When designing a solo journaling game, I often think about how much responsibility should be given to the player and how much should be handled by the game syst...
¿Qué debería venir después? / What's next?
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Game Design
ÂĄHola a todos! Estos dĂ­as he estado trabajando en algunas mejoras del juego y pensando en cuĂĄles deberĂ­an ser los prĂłximos pasos del desarrollo. Tengo vari...
New Graph
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Game Design
Update: New Graph! The Pokémon Survivor Burst 10.0.0 Beta is now available exclusively to all Ko-fi members! You can now download and test the game on Windows...
Backrooms1: shawrma escape trailer
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Game Design
video trailer Backrooms1: shawrma escape download now...
escape from the scary enemy ,get experience of the adventure and scary!!
Voices beyond our own
Game Design
An open world feels different when it isn't built entirely around the player. Townsfolk, merchants, travelers, healers, and strangers are more than figures plac...
New art style for Verdant 2.0
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Game Design
Last time I posted a blog update, I needed to wrap up 7 new illustrations for Verdant 2.0. Instead, I started experimenting with the art style, and decided to r...
A Fishing quest is more than catching fish
Game Design
In an open-world journaling game, a fishing quest doesn't always have to be about fishing. Sometimes, the reason behind a quest is much more meaningful than the...
red hope on mars: fixing the ground we build on
Game Design
levelling a site should make the ground easier to read. in a recent playtest of red hope, our mars colony game, the prepared surface had loose-looking triangles...
Many ways a world comes alive
Game Design
An open world is more than a large map filled with places to visit. Its true appeal comes from the possibilities it offers and the experiences players create wh...
Backrooms1:new update 0.2
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Game Design
Backrooms1: Shawrma Escape is a first-person horror and survival game. You wake up trapped in the endless, creepy yellow maze of the Backrooms, and your only go...
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Procedural rhetorics of Oceania 2084
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Game Design
This is a recording of a talk I gave during the swedish "materialist games convention". It is actually the second time I give this talk, the first time was duri...
The art of discovering an unwritten world
Game Design
Alchemy can be more than mixing ingredients and experimenting with their properties. It can become a reason to explore the world, uncover its secrets, and learn...
Devlog #2 — First Internal Playtest and New Art Progress
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Game Design
In our previous update, we announced that our core team was assembled. Since then, we have begun to see that team work together in practice. Alongside completed...
The joy of what remains unknown
Game Design
I wake up in the morning and start asking myself a question. Not “How do I write a good story?” but “What actually makes a journaling game fun?” It is a...
How to Build an Indie Game from Scratch(A Reality Check for Beginners)
Game Design
A harsh reality in indie game development: Out of a hundred people who want to make a game, less than ten actually finish and launch it. Where do the other 90 g...
red hope on mars: we had another go at the hud
Game Design
our old hud was mostly text. in red hope, our mars colony survival game, finding out who was in trouble often meant reading a paragraph while their air ran down...
bugs we found by dying on mars
Game Design
we're a small team making a mars colony game, and most of what we build breaks the first time someone plays it. this week was no different. here's some of what...
no move left: keeping a mars colony breathing in 0.3
Game Design
we lost a colony in a playtest this week, and it wasn't a fair loss. a storm ruined the only home. four pioneers stood on the rubble with under two hours of sui...
what we're building for red hope 0.3: our first air on mars
Game Design
0.2.1 is the version you can play right now. 0.3 is the one we're building, and it's about the most basic thing a colony does: breathe. broken supply. the 0.3 d...
Creature Spotlight #1: Moustey
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Game Design
Hello people! Welcome to my most amazing old idea we're starting up again for Afteruin! For my first act I will be spotlighting the more underappreciated of the...
DAWG 1.2.459.0 - Playback, visualizations and workflow improvements
Game Design
Hey everyone! Another DAWG update is here! Since 1.2.456, a lot of the work has gone into the playback engine and how it handles changes while you're making mus...
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I'm back: Kenzu is moving again
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Game Design
Hi everyone, Gaspar here, creative director of Kenzu: Shadow & Light. A darker Scrapyard, where light matters - The Scrapyard is darker now, so every light stan...
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screen shots
Game Design
screen shots...
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A light-hearted strategy game inspired by art, history, celebration, and sweets.
a suit is a very small home: suit air on mars
Game Design
a home runs out of air. everyone in it is wearing a suit, and a suit is a very small home with a very small clock. that clock is the whole game for the next few...
what you can do in red hope, our mars colony sim (so far)
Game Design
a quick tour of the first storm demo, then a look at the workbench. what the demo asks of you: four pioneers, one greenhouse dome, a storm on the forecast. buil...
Devblog #1
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Game Design
Papi Commando in C++ Land Quelles sont les nouvelles ?? Nous travaillons ardemment sur tout un panel de chantiers sur l'ensemble du projet : Refonte des graphis...
we survived one mars dust storm, so obviously fireworks
Game Design
founding day. the first storm is behind you, eight people are breathing in two homes, and the colony celebrates the only way a mars colony can: by setting thing...
Ein bisschen Princess-Flair fĂŒr den Bundestag
Game Design
Hallo Leute! Nach einigem Hin und Her im „normalen Leben“ habe ich mich endlich wieder an die Entwicklung gesetzt. Diesmal steht ein Customizing-System auf...
SEPTEMBER DEVLOG - Explosive Art Progress, Server Party & Writing Trenches Recap!!!
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Game Design
lock in gamers, game devs, and enjoyers of ludicrous art and writing progress, I've got a huge recap for September!!!!! also omg the editing trenches this month...
A filler episode about music 3: The Final Melody... or is it?
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Game Design
Hello, humans! It’s playerXT here! And today, I’m finally completing the trilogy everyone was waiting for... This is "A filler episode about music 3: The Fi...
A Very Busy Month: Skills, Loot, and the Last City
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Game Design
It’s been a VERY busy month for Before We Fall . There are new environments, a town, more ways to build your party, and a lot of work under the hood. I’ve a...
V8 (10/2026)
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Game Design
V8.0 (10/2026) The new Halloween update is here! 13 unique themed icons, a new icon type, and a new category have been added! This is the smallest update in the...
Looking for testers
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Game Design
đŸ§Ș Looking for playtesters — The Cozy Alchemist! I'm developing a free cozy alchemy RPG with three magical schools, a customizable tower, a sarcastic talkin...
Patch Notes
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Game Design
Moving from 3D to 2D I’ve decided to completely transition both the player character and enemies from 3D models to 2D. Originally, I was tweaking 3D rigs to a...
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The Drowsy Dragon's Familiars - #5 Fishimy
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Game Design
Dear Tavernkeeper! If you look closely around in your favorite tavern, you will see Fishimy! The famous singing fish on the wall of the Drowsy Dragon. We've hea...
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0.9.8 is now live !
Game Design
đŸ”„ Alchemist 0.9.8 — The gates of Hell are open Since the last major update, the tower has grown again. More importantly, someone had the excellent idea of...
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Controllable Costs for Visuals vs. Uncontrollable Costs for Gameplay
Game Design
Let's imagine two tasks: Task A: Integrate ray tracing technology into a game to make water reflections and metallic textures look more realistic. Task B: Desig...
Devlog #17 — Version 0.5 — Behind the Scenes
Game Design
Work on Version 0.5 is well underway, and this update has grown into something much bigger than I originally planned. What started as a fairly normal update has...
Normal, Hardcore and Peaceful: Three Ways to Play
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Game Design
Not everyone wants to play a game in the same way. Some players want the standard experience, some want a bigger challenge, while others are more interested in...
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