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212
2 years ago

After much hemming and hawing over the architecture, I finally got the persistent player upgrades system implemented.




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Finished the first 3D art pass, finally. I wasn't really happy with the outline at this point, so I've shelved that for now. The lasers at the end are my favorite part right now

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

Refactoring some code, trying some new UI elements and adding some new features. Still working on developing a new visual style.

Friends! We have big news!

Yesterday our game finally went live on this platform! Hurry and check it out if you haven't tried it — remember, there's local #coop !

Let's protect the planet from the nasty Gufi-Goo together!

#survival #strategy #craft

Working on the mech selection in the main menu. One of these will be in the final game.

The corruption changes everything it touches.

Everything except Mako

#indiegame #steam

Ukiyoe style experiment...

Voidstone now includes highly advanced QoL features, like a pause menu!

Your worst nightmare is alive ... Coming soon !

working on a new level design, and added a new enemy! these little guys harass the player by scurrying around them and dropping mines