
Hi everyone! CrumblingWorld is finally out!
Grab it now! It's 27% off on Steam.
https://store.steampowered.com/app/1003560/Crumbling_World/
Next up
In Lobo, cozy spots actually heal you. Bed heals 3x faster, chair 2x, campfire 1x. Sometimes survival isn’t about fighting; it’s about resting.
New combat update in Lobo ⚔️ Enemies can now perform finishers when your health is low, and a new dynamic camera system frames everything in real time for more cinematic, reactive shots.
Hi everyone! This is a small patch that fixes a bug in the Unique Enemies spawner. Thanks so much for keep reporting bugs and issues. I appreciate it very much!
Boss Enemies Happy Holidays! In this update, we will be talking about the Boss Enemies you’ll soon have the chance to encounter throughout Crumbling World.
Inspired by The Last of Us, Lobo uses gates as progression. Some open only when all lanterns along a path are lit, others are tied to undead guardians. A small valley, packed with lore and history.
In Lobo, fights aren’t one-note. Go full berserker or stay hidden and use the environment to your advantage. Stealth kills, quiet footsteps, and smart positioning let you choose how to survive.
Hello everyone! My game Crumbling World is 80% off for Halloween! Grab it on Steam for less than $3. https://store.steampowered.com/app/1003560/Crumbling_World/
Optimizing Crumbling World Hello everyone! I was working on a promising improvement that has the potential to optimize the performance of Crumbling World, especially when it comes to running the game on low-end computers and mobile devices.
UI, Communication And Usability This week, I have been working on the main user interface (UI) for Crumbling World. UI is an essential part of any game, as it is one of the main tools that we as game designers use to communicate with our players directly.
In Lobo, I optimize enemy AI with distance-based activation. Only nearby enemies are fully active, keeping performance smooth while encounters stay smart and meaningful.










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