Posted July 11, 2026 by updog
#sandbox #survival #devlog #terraria #minecraft #godot
HOARD is a 2D action-adventure sandbox about being a dwarf, digging deep, hauling gold home, and defending your loot. Every seven in-game days, the goblins raid. If they reach the chest, they'll steal some of your gold.
I've always wanted to try building a game like Terraria, so over the last week, I've been tinkering away in Godot giving it a go and laying the groundwork.
I'm building it in public because I want to be transparent along the way.
Here's where it stands, and why I'm treating the engine and tech as seriously as the game itself.
Dig -> Craft -> Defend.
Caves hold mysteries and best of all, loot. Furnaces turn ore into gear. You build walls, doors, and traps. Night brings pressure on the surface. And on day six of each week, you get a warning. On day seven at dawn, the raid starts.
The loop is already playable: explore underground, deposit gold, craft defenses, survive the horde, swear, go dig again. Art is rough around the edges, lots of scrappy developer art and placeholder tiles.
World & exploration
Crafting & items
HOARD gameplay
Engineering discipline
Honest status: lots of systems work, lots of polish left to do. Balance is rough. I'm at the "embarrassing but real" stage, which is exactly when a dev log is worth writing.
1. Mods shouldn't require a fork.
Content ships as data packs: JSON with string IDs like hoard:gold_coin, loaded from manifests and merged at boot. Items, tiles, recipes, raid waves, loot tables, spawn rules: balance lives in data, not scattered magic numbers in scripts.
Mod packs can live in a mods folder. The engine validates references before play. Authoring uses human-readable IDs; runtime maps them internally. Goal: add a block, item, or recipe without recompiling the engine.
2. Performance-sensitive systems stay swappable.
Anything that touches millions of cells like lighting, liquids, chunk IO, collision generation sits behind an interface. C# prototypes first; native solvers when Godot abstractions aren't enough.
Contributors can work on UI, gameplay, C# systems, native sim, or data-only content packs without stepping on each other.
We're not Terraria. Different vibe, different art, different lore, different bosses, different names. Same broad genre: big mutable worlds, mining, crafting, night pressure, progression.
If a dig-build-survive game blended with horde defense sounds like your kind of stupid, follow along. Screenshots and gifs as it gets less embarrassing.
Thanks for reading! If you want to help us achieve success, any sharing/word of mouth about the project goes an incredibly wrong way. Highly advise anyone interested in sharing ideas to either tweet at us or join our Discord community.
Catch your next time, thanks again.🤘