Posted October 18, 2025 by Bouldouklu
Hey everyone!
Welcome to the first devlog for DungeonMart (working title—might change, probably will change).
You're running a shop inside the dungeon. Your customers? The goblins, skeletons, slimes, and big bad bosses who are supposed to be fighting the heroes. They need supplies too—weapons, armor, potions, traps. Someone's gotta keep the dungeon economy running.
You're on the villain's side of the operation, and business is... complicated.
Think Recettear but you're arming the monsters instead of the heroes.
At least, that's the vision today. Ask me again in three weeks and it might be completely different. That's the prototype phase for you.
This week I made the switch from 2D to 3D.
But here's the thing: I'm not actually starting over.
About 90% of my code so far is pure systems—economy logic, inventory management, item data structures, customer behavior patterns. None of that cares whether it's rendered in 2D or 3D. The switch was mostly swapping out sprites for models and adjusting the camera.
Why make the switch?
I just work better in 3D. My brain thinks in three dimensions, and I've already got a collection of low-poly dungeon/fantasy assets that all match stylistically. Why fight my natural workflow when I can lean into it?
Plus, with Claude Code helping me scaffold the 3D-specific stuff (camera controller, 3D UI positioning, basic lighting), the actual migration took like... two days? Not bad.
Since most of my work has been on systems, here's what's actually implemented so far:
Core Gameplay Systems:
UI & Menus:
3D Gameplay & Movement:
Customer Systems:
Item & Shelf Management:
Economy & Progression:
Audio & Polish:
Code Quality & Architecture:
These systems are mostly backend right now—they work, but they're not pretty. That's intentional. I'm building the skeleton before worrying about the skin.
Here's where it gets interesting. I'm deep in research mode on a core design problem:
Is it better to sell MANY items at lower prices, or FEW items at higher prices?
This sounds simple, but it completely changes what kind of game this is:
Volume-based gameplay: Fast-paced, lots of customers, quick transactions, inventory turnover management, maybe even time pressure.
Margin-based gameplay: Slower, negotiation-heavy, reading customers, waiting for the "right buyer" for rare items, more strategic patience.
I've been prototyping both approaches, running little economy simulations in spreadsheets (yes, there are many spreadsheets), and honestly? I don't know which is more fun yet.
Maybe it's both. Maybe you start with volume and unlock margin gameplay later. Maybe customers have different behaviors and you adapt. Maybe I'm overthinking it.
This is the stuff I'm figuring out right now—not through design documents, but by building it and seeing what feels good.
I mentioned this briefly, but it deserves its own section. I'm using Claude Code (Anthropic's CLI tool) to accelerate prototyping, and it's been a game-changer for solo dev.
Here's how I'm using it:
When I want to test a gameplay idea—say, "What if there's a seasonal system where goblin tribes need more fire resistance potions in winter?"—I can scaffold that system in 20 minutes instead of spending half a day building it from scratch.
I'm not having AI "write my game." I'm using it to compress the experimentation phase. Build fast → Test fast → Keep or kill fast.
This matters because I have limited time to prove this concept works. Every hour I save on boilerplate code is an hour I can spend testing whether the game is actually fun.
Right now, the game looks like a bunch of Synty assets and cubes and capsules in a Unity scene. Beautiful? No. Functional? Getting there.
Current focus:
Trend/Seasonal System - I'm exploring whether customers should have changing needs based on events. Maybe adventurers are getting stronger, so your dungeon customers need better gear. Maybe there's a "dragon migration season" and fire-related items are hot sellers. Maybe a new dungeon level opened and slimes suddenly need mobility upgrades.
The question is: does this add strategic depth, or does it just add noise? Testing will tell.
Economy Tuning (Volume vs. Quality) - Still deep in the weeds on this one. Continuing to prototype different customer flows, price points, and transaction speeds. The spreadsheet grows ever more terrifying.
Basic Systems Implementation - Improvement of customer AI pathfinding, buy/sell interactions, inventory management. The unsexy but necessary foundation work.
The goal isn't to make it pretty. The goal is to make it interesting enough to know if I should keep going.
Tech stack:
Bugs encountered: All of them.
Current state: Placeholder and basic assets pretending to be evil customers. They don't look threatening. They just look... geometric.
Thanks for reading! I'll be posting regularly progress shots on [https://x.com/bouldouklu] and updating here weekly.
Got thoughts on shopkeeper games, economy design, or what monsters would actually buy? Drop them in the comments—I'm actively figuring this out and would love to hear what you think!
~Bouldouklu