Category Archives: gamedesign

Designing time elements and survival needs

Time, time, time. And some survival needs! In this week’s devlog which will be about Lunar Soil we’ll be talking about: Spacesuit and indoor gear. How time works in Lunar Soil. How time affects mood and characteristics. Survival needs. Why we bought The Sims 4 on PlayStation. One small step for man, one giant leap […]

Imprint-X – New puzzle patch

Our button-based puzzle game imprint-X got some more love on Steam today. We added one new small world with 3 unique puzzles and 4 bosses. It’s also updated to the latest Steam SDK for slightly better achievements reporting. Moreover, we updated to the latest Unity version so the Linux version should now be more stable.   The Windows […]

The arcade game, build mode and bad cars

We worked on bringing you a new awesome arcade game and a really crappy car. A quick summary of the week: Build mode Crappy car Arcade Free subscriber game! We have a weeklong sale at the moment and its about to end real soon (5th of March). So if you haven’t already; go buy our […]

The Dead Body Moral, World-creation and Vulkan

This week we worked on solving the dead body problem and its moral consequences, world building/streaming and also took some time with Vulkan. A quick summary of the week: Dead bodies, Maslow’s and The Big Five. World streaming and dungeons. Building placement system. Vulkan rendering. The dead body problem In games death or killing is […]

The door design problem, and other adventures

Lately, we’ve been working with a new design problem regarding an old door and some even older coding language. A quick summary of the week: New room and level-design working on the door design problem A side-track in computer networking Adventures in C++ Bunker level-design progress Pretty straightforward work on the old slaving-away at the […]

Graffiti, leveldesign and super plumbers!

Graffiti, leveldesign and super plumbers! We took a break from finishing all the gameplay systems like the one from the last post and made some decals and graffiti! We also worked on level-design as well as overhauling our lightning and quality settings. Lunar Soil contains different types of levels, interior levels like bunkers, ships, moon-bases, satellites, […]