Notes from the workbench. Progress updates, tinkering reports, and the occasional existential crisis.
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%
Read full dispatch →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%
Read full dispatch →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)
Read full dispatch →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
Read full dispatch →