Figured there should be a place here to talk about progress and reach out if you need help with something.
So, how are people's games going/does anyone need help?
I've got a stripped down alpha draft of my Mythic Greece / Wild West TTRPG ready to go, and I've started writing setting info. I lined up the very first playtest for our local Texan restaurant, and got Grandma to babysit our kids. Then I got sick and had to cancel the whole thing. Hopefully we can reschedule the playtest for a fortnight from now.
It does sound weird but they have a lot in common! There's a period after the Trojan War where the survivors go and start new colonies - like the move west after the Civil War. There's an emphasis on glory and violence and religion and tragic death.
Plus you get to reinterpret the Gods for the new setting, which is fun - Hephaestus as God of the Railway, for instance.
Tested the animation in Ren'Py. Looked awful. Put more work into the frames and resolutions. Finally got to to somewhere where I think it looks good enough.
Have been talking to a composer for the music.
Got an idea for some voice acting which could make it a bit more fun. I need someone to do Christie's voice (just one word actually). I've reached out to voice actors and been experimenting with my own voice.
We'll see how it goes...
I've found a voice actress to do a bit of voice acting and some royalty-free music which seemed fitting enough. And, after some polishing and testing, the game is out!

Buuuuuuuuuuurger! by Borgarlover
Yay!
Honestly, not super. I abandoned this project because I felt like the core gameplay loop wasn't very good... but so much is complete that it's a shame not to finish it.
I also don't know any musicians who can compose Game Boy chiptune either. Link below if anyone wants to try it.
https://givemeskeletons.itch.io/graffiti-circuit?secret=ZPtOXGyWbygGsf99iIPJ1Ts7...
Well, I personally had fun with it. At first I was like: "Okay, all cool, all you need is to focus and take it step-by-step." But then I was like: "Okay, I see. It's big brain time." I got stuck on stage 23. Maybe a dumb question but: is it even possible?
But, with my experience, it may as well be a complete game. I personally prefer no music when I'm trying to solve a puzzle. But you can probably find someone for that in the future. Many composers here on itch.io.
Hey, I appreciate the input.
If that's one of the stages with the cannons, then I'm not sure — didn't test those on HTML5 so the timing might be off.
I also think the difficulty ramps up too quickly, so maybe I'll go back and add some easier stages inbetween.
Yeah, maybe I'll just add a few more stages, throw in an ending, and then release the first version without sound.
I've been finding a rhythm to get back into work. A lot of this project fell off because my IRL job tore up my life and my perception of the game (which was loosely based on people at work), so there's a big mental block now for working on the game. But I'm finding ways around the block and easing into it again. I'm hoping to get another build to my testers in a couple weeks that has some new content they haven't seen before.
I'm working to get as much as I can of a demo finished before Velox Fabula 3 kicks off. I've got the opening sequence written and mostly implemented aside from the art which is in the thumbnail stage. Trying to chip away at it in-between my actual job stuff has been slow going until recently. Hopefully, I can have the demo at least fully written and ready for implementing in the next couple weeks *fingers crossed*
I've not gotten properly started yet, but I've been rolling a couple of system tweaks around my head.
I think I've hit on how the change can work, I just need to run lots of test rolls and stuff (it's a ttrpg). The dice system is based in tiered difficulty (which tier is GM discretion), and it's heavy RP rather than crunchy rules.
So, I have the idea that rolling upwards of X number of successes beyond the max difficulty will potentially cause problems. So, if you're trying to punch through a wall, and you over-succeed the difficulty too much, maaaaaaaybe you just burst the city water pipes, that sort of thing - and it's limited only by the inventiveness (and cruelty) of the GM.
So that's where I'm at for now. After the end of this month it'll become my main project, so I'll get going properly!
My game is almost finished. I just need to test it and make some final changes, but the story is complete. It's a space survival game called Fully Automated Space Capitalism (FASC). The interface is a combination of Bitsy and Twine, with 1-bit graphics on a 11x11 map. It's based on a text game I made in 2020, which was inspired by a friend's TTRPG.
I started working on it in 2023, but then stopped halfway through. At that point, the game still didn't have a story or a quest system, and there was a problem with the map. However, most of the random planet generation features were already working. In 2025, I joined 7DRL and tried to make a roguelike with 1-bit graphics in Twine, but it didn't work out very well. This made me stop programming for a while. I started programming again in August 2025 and tried to finish FASC.
Once I had solved the problem with the map, I started improving and creating the things you can do in the game. Some ideas had to be cut. Right now, there are about 20 different activities you can do on a planet, from finding scraps to betting on a robot boxing match. The game is inspired by Star Wars, Fallout, and The Outer Worlds. You must eat to avoid starvation and rest to avoid exhaustion.
Recently, I have created a quest system and a central story for the game. This is based on my experience with anarchist collectives. I was happy with how it turned out, and now I'm testing it to fix any problems and tweak the systems. The game is almost ready to play, and if everything goes to plan, I should release it soon. I would really like to hear your thoughts.
Finally wrapped up Pig Chomp 1! 🎉 I thought it was done, but I kept noticing the clever enemies slipping off the screen or getting confused. My solution was to make players move one step at a time by pressing a key. It’s not ideal and a bit old-school, but it keeps the intelligent enemies chasing properly.
I also had to disable player teleportation, because it left the clever enemies totally confused. Limited events made these fixes tricky, but I achieved my main goal: adding clever, tracking enemies to the mix.
On the bright side, Pig Chomp 2 can have smoother, continuous movement since it doesn’t include the tracking enemies, so that one feels more fluid.
Feels good to finally call this one “done”!