Game Tech Discussion Devlogs
Good day, Diecaster! In our last devlog, we talked about the inspiration behind the idea we brought to our game jam event. This time, let’s look at the protot...
Creating New Frames I wanted to take a moment to talk about the process of creating new frames. At first glance, you might think it's easy to just grab a screen...
New Features Resource fly to UI animation Mining now has clear visual feedback. When you collect resources, small icon tokens appear where the action happens an...
The response to I.T. Never Ends has been surprising to say the least. I mean that in a good way. I set out to make an existential comedy about the mundane grind...
Greetings from Rome, pilots! I am Giuseppe, lead dev of a 3-man team (all veterans from the 90s MUD era). We have been building Project Zero-G for a year, and t...
This update adds the Prestige Shop , a meta-progression layer where you spend Quantum Points (QP) earned from prestige resets on permanent upgrades that carry o...
Hello everyone, I have just released a small update to address some Streamer feedback and fix a potential Save point issue. Thank you for your continued support...
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[Patch Notes] 1. Character Visibility & Save Logic Fixes The "Invisible Julian" Bug: Fixed a specific bug where the character would become invisible after loadi...
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1. Gameplay Warnings Added a warning words to the initial tutorial popup regarding the lack of Auto-save and Sequence Skip functions. Please make sure to save m...
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Date: February 4, 2026 Version: Early Access Developer: Itamde Studio 🎯 Project Overview Soft Mini-Golf is a casual-style 3D mini-golf game developed with Un...
Hello Rotters! Some new game updates happening! Now you can talk to the game NPCs and we have a craft system, so the player can build some tools, weapons, utili...
Data: 4 Febbraio 2026 Versione: Early Access Sviluppatore: Itamde Studio 🎯 Panoramica del Progetto Soft Mini-Golf è un gioco di mini-golf 3D in stile casual...
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Bug camera fixed...
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Il videogioco napoletano. The neapolitan videogame
Gimbal Lock, Slerping, and Quaternions, oh my. I recently updated the third-person camera to work well on curved loops and other zany tracks. It was not fun, an...
Hello Rotters! I've been publishing the game in some subreddits seeking for test players. As my primary OS is Linux, most of the features are being build upon m...
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Tools Z88DK Z88DK is the best toolchain available for ZX Spectrum development. It provides a C compiler, linker, assembler, and the invaluable ticks cycle simul...
I was able to create all the car engine noises in this game with free tools. Buckle up though, because it was a decent amount of work. Overview Generate engine...
Before I Step Outside Before I Step Outside is a short psychological horror experience set during the early days of a mysterious virus outbreak. You play as an...
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Happy new year, everyone! I had wanted to get this progress report out much sooner, but certain things required more time to develop. Let's get right into what'...
I tried to tweak the game’s theme a bit, but I ended up building a custom system for the font colors...
While developing Sinister Night , we built a custom Unreal Engine tool to simplify and speed up our game development process and optimize our overall workflow...
First public release. Feedback welcome...
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A grim top-down action roguelike where every deal with demons makes you stronger — and emptier.
I started working on an instructions section for the game. It already looks pretty solid, and I’ll be adding more to it soon. I’ve rewritten it a bunch of t...
I am currently working on a Video to explain how I have achieved this. Stay tuned!...
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World of Spells, Part II Objects: Rendering, Sorting, and Surviving on a ZX Spectrum Walls are easy. They don’t move. They don’t overlap. They don’t shoot...
Version 0.9.+ focuses on closing the last major UI gap and polishing core systems. The headline addition is the fully implemented Tools & Equipment Tab , which...
Hey folks! This will be our first post here, and we're so thrilled about it. This one will be about technologies behind the scene. It's just because what came t...
There is no single trick that makes World of Spells fast. No magical routine, no one golden optimization, no secret Z80 opcode. What exists instead is a stack o...
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Added support for lower resolutions to better accommodate older laptops. I’ll also be tightening up the overall UI to make it more compact and usable on small...
I recently made a brief, 3D first person "walking sim" Beach of the Never . I want to share some things I learned along the way. Perhaps some of you may find it...
My web game is being open sourced as a part of the game's development . Dystopia RPG web port source code is finally officially open sourced! Check it out here...
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A player suggested improving the save system and its interval. Based on that feedback, I changed it so the game now only saves when the player does it manually...
Thank you for your support and for playing! The game is almost finished. M Completion Overview Core Game: ██████████████████...
After finish up the Automation tab i design to make them both similar that its more poblished...
The Upgrades tab now uses fonts that are 25% larger and has received a refreshed visual pass to improve readability and give the interface a more polished, prof...
Workers will now also mine visually, move every 60 seconds, and merge together. The mining block on the field still helps a bit in the early game, but now has a...
The current prestige system uses a single requirement (1000m depth + 50 crystals), which: Becomes repetitive after multiple prestiges Doesn't scale with player...
Yet another life-consuming release but it was definitely worth it! Spent 6 months on this Here is what's taken care of: BUGS FIXED: Fixed Car respawning with bl...
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It took me a couple of tries to get it working and tested, but overall I’m happy with it so far. I’m planning to add around seven more achievements in the f...
🌴 Enjoy the latest installment of the series, which explains how the sprite scaling code works. I've also released the sprite scaling source code, so you can...
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Hello all! Welcome once again to a progress update, to players both old and new, veterans and newcomers alike! First of all thank you to everyone who has made t...
Fixed a major Prestige Depth Infinity bug that broke late-game progression. Depth is now hard-capped at 1,000,000m, with a 100x max quantum multiplier. Added a...
Block Rewards Reduced: Crystals: 1.0 → 0.5 (50% reduction) Ore/Blocks: 2.0 → 1.2 (40% reduction) Uranium: 0.5 → 0.3 (40% reduction) Dark Matter: 0.2 →...
CRITICAL FIX: Windows DirectX 12 Crash Resolved FIXED : Game now forces Vulkan backend on all platforms to avoid DirectX 12 push constant bug FIXED : Eliminated...
I tested on a widescreen configuration, and that led to UI elements being cut off for some players. Sorry about that fixes and improvements are in progress Mart...
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Hello. It's October now, and things have been pretty quiet here for the past three months. I'm going to try and put out these progress reports more frequently...
In my unending quest to port Six/Six to all major platforms, I’ve finally decided to tackle the next major computing system. The game was originally developed...
As I’ve previously mentioned, I’m working on overhauling NRender to make it ready for my next game. This includes cleaning things up and streamlining APIs...
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