
Please help us solve a creative dilemma on our project!
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Initially, we thought the game would focus much more on economics. But then we realized that one complex system—programming—is more than enough, so instead of a complicated economy, the robots just walk up to the counter and take everything for free.
We’re continuing our nostalgia trip and remembered that, at one point, rocks in our game used to yawn…
Today we’ll share how robots in our game find a route from point A to point B.
The Blight has been buried for over 800 years...
What secrets lay intertwined amidst Eireos' ruins...
The journey begins July 21st!!
Our game has a lot of references overall. Today, our animator Mikhail will talk about what inspired him while working on the game.
#devlog #animation #dontstarvetogather #cultofthelamb #superweird
this gentle old man asked for help. How could i say no 🌸
at the comments add (dialogue's not quite ready yet, it will all be in place by the demo, promise🤞)
Few people know this, but originally the towers in our game looked like carrots with eyes. They were funny, of course, but the problem was that hardly anyone understood they were actually towers. So later we made… this.















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