Posted February 04, 2026 by Silantic
Isolocation taught me patience.
It’s my second game ever, and I wanted it to mirror my first. The writing here is more restrained, the space more deliberate. I didn’t want to make a direct sequel to Apollo 22. Most developers move vertically when they make a sequel — bigger scope, more mechanics, louder ideas. I wanted to move laterally instead.
One location. More rooms. More choices. But fewer moments — and for those moments to actually matter.
Every night I struggled. Sometimes with the writing, sometimes with the code. More than once I had to stop myself from adding “just one more thing.” I kept telling myself that if this game mattered to even one person, that would be enough.
That mindset changed how I work.
This project taught me that restraint isn’t limitation — it’s intention. That slowing down isn’t a failure of ambition, but a commitment to meaning. I hope Isolocation reflects that, and that it gives players permission to slow down too.
Because life matters.
And so do the people in it.