Dev Log

Notes from the workbench. Progress updates, tinkering reports, and the occasional existential crisis.

Feb 12 2026

🛤️ Tracks are Clickin'

Rail Hoard

Got the core rail-laying mechanic feeling really good this week. Nodes snap together with a satisfying little jolt and the cargo trains now pathfind correctly even on branching routes. Still wrestling with the UI for switching junctions but it's getting there. Also added screen shake on delivery — it's dumb but it makes it 10x more fun.

PROGRESS: ███████░░░ 70%

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Jan 28 2026

🎨 Pixel Art Pipeline

Studio

Spent the week perfecting the 17-color palette + smoothing shader pipeline. It's a game changer — the art reads as pixel art up close but has this beautiful painterly quality at distance. Wrote up my process and might share a tutorial eventually. Also... accidentally made a train sprite that looks like a caterpillar. Keeping it.

VIBES: ██████████ 100%

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Jan 14 2026

🧠 Scope Check: Reality Wins

Dungeon Bosses

Made the hard call to deprioritize Dungeon Bosses for now and focus fully on Rail Hoard. It hurts — the dungeon defense concept is something I'm really passionate about — but shipping a smaller, tighter game first is the smart play. Dungeon Bosses isn't going anywhere. It's just sealed in the vaults until the time is right.

PATIENCE: ███░░░░░░░ 30% (but growing)

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Dec 20 2025

🔥 GOBLINTEK is Born

Studio

It's official — GOBLINTEK exists. After years of "I should really make my own games," the goblin has fired up the workshop. Two projects on the workbench, a pixel art style I'm genuinely proud of, and enough caffeine to power the boilers through winter. Let's see where this goes.

HYPE: ██████████ BOILER CRITICAL

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