Point and click movement ✔
Object interactions ✔
See-through shader ✔
Camera switching ✔

Participating in an adventure game jam in a few weeks, so I've been prototyping some features I may need.
Point and click movement ✔
Object interactions ✔
See-through shader ✔
Camera switching ✔
Refactoring some code, trying some new UI elements and adding some new features. Still working on developing a new visual style.
Okay, I mean it this time; I'm gonna see this one through...
Wanted to make something my kids can play that isn't all about killing something else. This section will have the player following a wisp through a foggy marsh
Ukiyoe style experiment...
Don't miss out on the #WitchspireArt competition!
To celebrate Witchspire's demo launch, Envar Games want to see your Witchspire fan art. Enter to win an Amazon gift card!
Complete our quest to enter.
Learn more: https://bit.ly/WitchspireArtCompetition
I'm sure she doesn't mean any harm...
Happy Devruary! Devruary Day 20 celebrates @LilianDuleroux
! They're the artist, writer, and game dev behind The Voyage Sinister! We also have a question for the devs of Game Jolt: What advice would you give a new dev?
Voidstone now includes highly advanced QoL features, like a pause menu!
Working on the mech selection in the main menu. One of these will be in the final game.
Witchspire is a survival-crafting adventure in a world brimming with magic and peril.
Befriend and battle creatures, and conjure up a sanctuary alongside other witches in co-op or single-player.
Try the Next Fest demo: https://bit.ly/WitchspireSteam
After much hemming and hawing over the architecture, I finally got the persistent player upgrades system implemented.
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