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Firebelly Studios

A member registered Nov 11, 2013 · View creator page →

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2.0!!!!! THE BIG ONE

You're on to something here, one thought is you might want to add a roll or dodge like in Diablo 4. something you can't spam, but can get out of a pickle once in a while. The limited use turns it into more planning. space bar would be great. The rooms are very small and tight and sometimes there is no escape from a corner and no amount of skill will get you out of it.

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Ooof ok this build is really bad lol, it doesn't work

I'll check it out, but i think the main issue is it's built for desktops. I might need to revisit the phone controls and see what's up. There is a chance it's not 100% baked.


Long time listener, first time caller.

Doing a great job!!! This thing is amazing!

Right, but this is using the existing Kenney Space set which is already exported, curious if there is a trick to get it the same 1:1 as the primitives set or similar out of the box asset forge pieces

This set is rad!

I imported the Space set into Asset Forge, but all the models are 1 scale factor too large. You have to adjust to 0.1 to get it to the same scale as the build in blocks. Is there a way to fix this?

Update coming soon with the following bug fixes / changes

  • Exiting doesn't brick anymore
  • Added keyboard controls so you don't need a mobile interface
  • Added a fast move, so you can move quicker more real time
  • Possibly a new HUD to help with understanding what's happening
  • Redoing the Look and Use features
  • Changing the way enemies are placed and work
  • Slightly update tileset
  • Better procgen of floor tiles

Hit up the game page discussion board for Qs

Temporus: Rogue community · Created a new topic 7DRL Update

Uploaded completely new build for different systems. This is all new art and music along with basically a complete rewrite. This was part of the 7DRL challenge.

This is really great! 🔥🔥🔥🔥🔥

Nice work, the last image looks like the view from my first apartment window :(

Temporus (long in development, short in progress) is a game about trying to figure out what happened to your civilization. It's an exploring, action platformer with a little SHMUP action here and there. Hoping to add some interesting concepts as a I go, but there isn't much gameplay yet.

First time posting here. Last devlog was on tigsource or something and I had no beard. I'll post some pictures of the latest version after testers beat on the build a little. Here's what the game looks like sorta, for those who don't recall.

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I don't think I was supposed to leave that in....i might have left a debug thing in there. XD Let me check it out.

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I'm looking at new features to add this month. I want to do more work with combat and making it interesting instead of basic hit for hit. The gun mechanics is also a little wonky.

Known issues

  • The level up stuff isn't working, so when you level up, you get a ton of bonus and you don't get any points to use.
  • The armor and weapons system is very basic and doesn't do anything at the moment.
  • Most monsters are all the same level
  • going deeper doesn't add any challenge or reward.
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Post bugs if needed. Be nice.


That sound track