Tech Discussion Devlogs
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...
I have been working diligently on getting the proper hydrodynamics for these bodies that have meshisntances at different locations from the global center and di...
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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...
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 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...
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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The current prestige system uses a single requirement (1000m depth + 50 crystals), which: Becomes repetitive after multiple prestiges Doesn't scale with player...
Let's be honest, video tutorials are very bad for learning. I know that's a bold statement, especially coming from someone who runs a YouTube channel dedicated...
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...
The "Rapier 3D for WithThreeJS (R4W3JS)" extension enables the use of the Rapier 3D physics engine within WithThreeJS. GDevelop includes the Jolt 3D physics eng...
🌴 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...
The Newest PNGTube Remix version has been release! You might have noticed one thing.. mainly Macos users.. Unfortunately, I wasn't able to mentain it myself, I...
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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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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...
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...
Pyrrho of Ellis probably had more broken bones than any other Greek philosopher. At the beginning of June I had a tragic yet Clouseauesque walking accident whic...
(en Francais a la fin) English The version on the game currently available for download is a native Windows application. It has been validated as running just f...
The second chapter is finally here! How I ported OutRun from the Arcade to the Amiga. And why even 256 colours weren't enough...
Changelog for FCAV Version 1304.973 Added a new hold breath mechanic — now available for every gun! Fixed BasicArea optimization issue — occlusion methods r...
I pushed a version v0.4b today in response to the Unity security notice I got earlier this morning. Unfortunately, that’s the only change made in this new ver...
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Fixed Unity Security Vulnerability as discussed in my video covering the vulnerability ( ). For Windows and Mac!...
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For asteroid generation, I’m using a pretty simple but flexible system. It all starts with a 32×32 image. Each pixel in that image acts as a blueprint: the c...
Today, we reveal a small secret: The characters have layers (literally). We are not talking about the ordinary layers artists usually have to render more easily...
It seems we broke 500 downloads! Very awesome! I'm not sure what a runaway successful metric for a Commodore 64 game is, but this is certainly the most download...
I’ve just published the Dev Update 22 , covering progress from January to August 2025. Some of the highlights: ⚡ Introspective Sort : Render queues can now...
The game is now available in Early Access. About the Game: Storm in Sequence is a surreal simulation-adventure set inside a person’s mind. You will journey th...
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- Usage of VSCode extensions for Ruby Scripting and RGSS3 editor made code reviews and tests faster, while allowing a more, well-functioning IDE for programming...
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I received a lot of positive feedback from the last update and I’m nearly finished with the fixes and improvements. I’ve also refreshed several icons and re...
Hello again, how are you? It's been a couple of weeks since my last post, and I wanted to talk a little bit about my process for producing a 'shot', seeing as t...
Four of the tab titles were not translated since they were hard coded. I decided now to finally fix it and use only icons! Release soon of the new update i need...
For the curious and the hardcore, I’m launching a brand-new video series that dives deep into the legendary OutRun arcade hardware -unpacking how it worked an...
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As I’ve previously discussed, Apus runs on NRender, my custom multimedia middleware. NRender has been designed first and foremost for the Playstation 1. It’...
Hello everyone! Today is September 1st, and that means that I will be studying from now, so I won't be able to give the game attention I gave it at summer, sorr...
The online world of GbBBS is based on the real 1990's Bulletin Board System world. In those days if you had a 300 baud modem, your connection could load about...
Hi, hi! It's Monarch again. These are my thoughts on Evening Render as of now. First of all, thanks a lot to Rieux for taking time out of his week to draw the a...
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Making a game for Gameboy Color that is also backwards compatible to the DMG is quite a challenge. There are a few small things that Gameboy Color can do that t...
In the next update, I’m shipping lots of fixes and improvements, moving asset loading to a proper resource manager, and correcting several translation errors...
Sorry, I forgot to bundle the assets into the executable. A fix is coming tomorrow! I only noticed it when I tried using a tool to shrink the executable. Take c...
I originally hardcoded the English text, which made localization a pain (bad planning on my part). I’ve since switched over to rust-i18n 1.2.2 and localizatio...
23/67 sound effects completed; implementation still pending. I’ll likely trim a few for scope after testing. Better planning needed next cycle ETA: 1–2 days...
This is one of my first games with Rust and Bevy. The core gameplay came together well, but the web build got tricky after I added autosave—my WASM build brok...
WIP. How to install localization paks. Download any available from the list, extract into root MOD folder, like on the screen: Custom Languages for the mod: 1)...
Please take a few minutes to give us your feedback on this poll: https://forum.longplay.games/t/big-feedback-poll-alpha-1/370 Thank you so much for your interes...
I'm told that save and load is giving an error, but that the save and load features actually still work despite the error. I am looking into this. No work aroun...
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