Kamikaze Drone Defense is a new first-person survival shooter I'm testing internally right now. You ride the open bed of a fleeing jeep and shoot drones out of the sky before they reach you. It grew out of real war footage, and I wanted to bottle one specific kind of dread and make it playable.
The Pocket Racers tracks used to be flat. Now they climb, cross over themselves, launch you off ledges, and the rivals ram you back on hard mode. A devlog on the levels overhaul.
Hold the Keep sold five copies on Steam and got no reviews. Here is why I rebuilt it into Yours Truly, The Warlord: a fairer difficulty curve, online co-op, AoE2-style trade routes, and a rework of the art.
Marble Skyway's biggest update: forty levels across two worlds, rebuilt on ramps and momentum, plus a one-screen level select you can thumb through with one hand.
A progress update on rebuilding Crawl of the Forsaken's bestiary as signed distance fields. The bosses and the robed casters are converted now, and this time every before-and-after is shot through the real gameplay camera instead of a flattering studio angle.
The Crawl of the Forsaken bestiary got rebuilt on signed distance fields: continuous creature bodies sculpted in code, baked down to tiny mobile-friendly meshes, and iterated on by Claude Opus 4.8 and Fable reading their own renders. A close look at the pipeline and the performance math.
Two browser games got real-time co-op without a game server: WebRTC peer-to-peer, a host-authoritative star, and a quantized 15 Hz snapshot codec. With diagrams of the exact bytes that travel between host and guests.
Inkborne is a new interactive-novel platform I've been building on top of Ink and a lot of custom code. First story out the gate: Ka'Zhurn: Soil and Blood. Here's what it is and how it gets made.
Modern casual games are engineered to waste your time and drain your wallet: energy timers, forced video ads, and currency that hides the price. Here's the anatomy of the con, and the alternative.
Design notes on Geometry Survivor: what we borrowed from Vampire Survivors and Brotato, why movement is the only input, and the strategies that actually work.
How Crawl of the Forsaken was built: Fate's cozy dungeon loop meets Lufia II's Ancient Cave, with every monster modeled procedurally in code so the whole crawler streams into a browser tab.
How Siege of Ages was designed: HoMM3's army-building itch crossed with idle-game pacing, seven historical ages, GPT-generated art, and Claude-written code.
The five-minute time-killer turned into a slot machine. Here's why I built a free, mobile-friendly browser-game site with no paywalls and no video ads.