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We're Gonna Need More Fireballs Demo https://nitter.cf/t.co/ZIpZMT6cND Dead Orbit | Wishlist https://nitter.cf/t.co/n3ZfshGoDO

Joined December 2025
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Build 1.0.1 MAP 8 and the fire tree up to TIER IV are done. Game is going to enter a pretty serious stage after demo maps. (sound on, share your feedback pls) #gaming #indiedev #indiegames #nextfest
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And now it looks like a gravity net! Harneesss the power of a black hole inside a tiny tower! #pixelart #gamedev #steam
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I could not resit! Still looting every chest at Lantern Landing for the Pirate Token? Any chest counts, they said. 1 in 700,000, they said. I made a golden bug instead. It wears a tiny pirate hat and found a loophole in the Pirate Shop's terms and conditions. The shopkeeper is crying. The bug is on fire. #Fortnite #PirateToken #steam
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Why did I add replays to Dead Orbit? Because of this report: "When Ship A transfers fuel to Ship B, both explode." I couldn’t figure out why. here is why. #gamedev #ai #solodev #steam
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I do use coding agents, and I use them most for testing. So I have all 3 of my subscriptions play on a single server with one goal: survive and finish all the missions. No other instructions, just a bot framework. Sometimes I had trouble finding what went wrong and why, so I added a replay system that logs everything and lets me see what happened around a bug.
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Lesson fo others: Always plan a release for 20 business days. Assume 1 failure, then you are safe :) #steam
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Due to the lack of a second developer, multiplayer was tested with AI. ;) Yes, Claude was operating a mining ship. So... if you don't have any friends, you can always play with your LLM. ;)
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People said I didn't put enough love into the game... Well, here you go! Some love scenes ;) #indiedev #indiegame #screenshotsaturday
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Everyone's talking about Steam discovery problems because of AI. Here's my take: If your game can be reduced to this GIF, and someone can swap the theme and make the same game, congrats. You're clonable. Fluid + turrets? Creeper World. Fluid + orcs? Sir, We Have an Orc Problem. Fluid + zombies? 100K ZOMBIES. Fluid + bugs + fireballs? We're Gonna Need More Fireballs. Fluid + French infantry? La Muraille 1806. The trick isn't inventing something nobody's seen. It's making someone stop scrolling for 30 seconds, then giving them a reason to play for 30 hours. Ideas are cheap. Making them irresistible is the hard part. AI / not-AI does not matter. Market will balance it.
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Yes... the lighting makes it so much better! And it POPS just the way I wanted. A little laggy due to OBS and some tests running in the background. This is the first map where I had to create a custom flow field, as there is no actual "attack" mechanic, only pressure, much like in a fluid simulation. I'm going to test an idea of adding a CPU worker to calculate attacks on top of the simulation, but so far, this is a 100% SHADER (GPU)-based simulation! There are only four things running on the CPU: UI, HP, wave emitter, and "cleaner". Their workload remains constant, regardless of swarm size. That's why it's so GPU-heavy, and with the biggest swarms, players might get the impression that this game is mining Bitcoin! ;D #WishlistWednesday I only need 50tish more wishlists to hit 1K!
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When you create a game, you stare at it so much that eventually you become numb to it. To the point where it almost makes you sick. Along the way, you learn about #pixelart topology, game colour theory, lighting, readability, and so much more. I think the majority of time is spent iterating what reads and what does not. I tested adaptive bug colours. I tested different art styles and map skins. I experimented with different texel sizes, breaking certain rules just to make things pop. Then I experimented with lighting. I even tested hand-drawn paths to make them look like actual, natural paths which i gave pathy colours. I tested 10000 versions of shadows. I also used generative AI, asking things like: "Here's my map, here are my units. Show me the way..." And after all that, I have nothing but respect for level designers who did all of this without AI. Because even with AI, it's still hard as hell. #solodev #steam #gamedev
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And there goes the SQARAB QUEEN BUG! And yet, SHE'S NOT even the biggest one! And there are only a FEW ways to kill the SQARAB QUEEN! #indiedev #gamedev #pixelart #steam
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Okay... I asked Claude Code to design an excavator that would work on the Moon, just for fun. I forgot I had opened it in my Unreal Engine experiments folder. F*k me. I now have a fully functional lunar excavator simulator with all the controls.
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Last day of #nextfest and all the feedback will make its way - somehow - into the final game! Huge thanks to all 250 players, and to Mikatron, who discovered that shaders can be compiled in 3 seconds instead of 30! How? Switching from FXC to DXC cut the first-launch shader compilation time from ~47s to ~4s. That's the curse of developing on an RTX 50XX, you don't always notice what everyone else has to deal with! ;) I'm really sorry for making you all wait those 30-50 seconds! Fully ugpraded tree vs final map in demo.
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#screenshotsaturaday Nerfing Edition / Balancing Edition For endless modes, nerfing means shorter, less boring gameplay loops. Sometimes, being too powerful means spending 1,000 hours doing practically nothing.
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Can we call this spawn camping? The new endless mode lets you play for as long as you can handle the enemies' increasing HP! A little tuning still needs to be done, along with a few more wave modifiers based on time, but... yeah... #gamedev #solodev #nextfest
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