
Indie studio based in Tallinn. Working on @AleAbbey_Game , a monastery brewery tycoon. Find Ale Abbey & us https://nitter.cf/t.co/YRgmVj464Z
Tallinn, Estonia
Joined February 2015
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It is with hoppy pride and joy that we announce that Ale Abbey has officially left Early Access after brewing updates for 6 months!🥳
Yes, just now, so don't lose any time, raise your tankards and join the Fermentine Order toasting 1.0! 🍻⛪
#indiegame #pixelart #tycoon
Hammer&Ravens retweeted
We love to think that our game will surprise you with its unexpected depth! #screenshotsaturaday #indiegame #dog
We love to think that our game will surprise you with its unexpected depth! #screenshotsaturaday #indiegame #dog
Hammer&Ravens retweeted
Day 201 making my own TES until TES 6 comes out.
Testing_Assassin_v2
#daggerfall #pixelart #indiegamedev #elderscrolls
Hammer&Ravens retweeted
Looking for a drop of #HumanMade creativity in #SteamNextFest's #AI ocean? Our narrative #PointAndClick adventure is 100% written, drawn and programmed by a real life hairy meat puppet.
Hammer&Ravens retweeted
This has been a good thread but there are some recurring themes that are surface level at best. One is "limiting hardware will lead to more optimization by devs!".
People chant this like it matters but here's why it probably doesn't. Time and money are a thing. Custom engines are not a thing in most AAA. Few AAA teams have the time/money/maybe even ability to alter something like Unreal (or Unity etc) under the hood, which is why they license to begin with.
So this fantasy that slowing hardware will lead to a renaissance of optimization phase is likely unfounded.
Yes, things like AI may help a ton here, but again, most teams likely are not going to be doing a lot of under the hood work on Unreal and instead would wait for Epic to roll out performance boosts.
You're dealing with games that cost low 9 figures+ to create and market. Most people are going to lean on licensed tech or dlss or whatever things hardware vendors open up for them.
Maybe with the rise of AI we see more and more AAA teams branching out to write their own more optimized (and less generalized) engines, but I would not bet on that. At all.
Just how it is. In general. Don't @ me with exceptions.
This. Shit. Sucks. We're gong to enter an age where games stall, not due to lack of push from developers or consoles, but simply due to upgrade and hardware costs. You cannot push gaming limits when 90% of your market doesn't have the hardware to run the games. When will it revert to normal? Who knows. 3-5 years?
Hammer&Ravens retweeted
🧑💻 Dev log
Sometimes the best ideas just pop in your head when you get in a flow.
While working on new barge move I realised it would be fun to let player push enemies into traps.
#indiegames #gamedev #motivation
🧑💻 Dev log
Working on some effects for fire mechanic this weekend. It'll stop beast, but not men.
#gamedev #indiegames
Hammer&Ravens retweeted
More tweaks for the platforming sections of Witches and Butchers! Improved enemy spawns, more enemy variety and enemies have HP and defense stats instead of having a fixed amount of hits before they are defeated, ah yeah, and waaay better framerate thanks to some serious optimization lol.
#gamedev #indiedev #screenshotsaturday #gbstudio #gameboy #retrogaming
Guess why the Border Collie's breed trait in Tails from the Shelter is named "Workaholic without a Job" 🤣🐶
#screenshotsaturday #indiedev #animation #DogoftheDay
Creator opportunity. Please help spread the word with a RT, it really helps us spread the word about this awesome game.
📞 Hey, #creator puppers - please don't hang up; it's your favourite hound. 🐶
Hear us out.
We heard you like games that drive you crazy, but also have a nice optional chill mode.
Flipping is Hard releases Oct 16th & WE HAVE CODES!
You want in? 👇
forms.gle/g2NuYEHBbRf4ciEa6
Hammer&Ravens retweeted
🧑💻 Dev log
Officially the most productive month on project since September last year.
Lots of UI work, which is nice distraction from the hard stuff like gameplay balancing. Still loads of placeholders, but now it's time to get back to the core game.
#gamedev #ui #indiegames
🧑💻 Dev log
Updated internal routines for menus, still few things to iron out, but I feel it's progressed enough for me to get back to game and all meat and potatoes work soon.
#gamedev #ui #uidesign #gamemakerstudio
Hammer&Ravens retweeted
Sneak a peek, but the old lady doesn't have much patience it seems! 😁🐶 #indiedev #gamedev #dog #animation
Hammer&Ravens retweeted
This is Monsieur Patat, our resident Frenchie, and he has a strong opinion about... (please complete!) 🐶
#indiedev #gamedev #animation #dogs











