Explore the mess / 20 entries

Game development

Projects, experiments, and notes involving game development. Follow a topic across otherwise unrelated rabbit holes.

PublishedOct 3, 2026
project

Crushline

A node-based factory game built around competing production routes, useful waste, machine upgrades, and the freedom to build an inefficient line.

Documented activity: June 5, 2026 – June 19, 2026
PublishedOct 3, 2026
project

Deep Signal

A native space-strategy prototype where production choices, fleet movement, and a persistent information panel developed through explicit state and UI boundaries.

Documented activity: June 1, 2026 – September 22, 2026
PublishedOct 3, 2026
project

The Long Wake

A generation-ship simulation built around fragile knowledge, followed by a long interface search from command board to a clearer Godot workstation.

Documented activity: May 28, 2026 – June 1, 2026
PublishedOct 3, 2026
project

Haunted Blueprint

A horror-game design where the only view of a building is a floor plan that can lie, and sound supplies the missing physical world.

Documented activity: May 14, 2026 – May 27, 2026
PublishedOct 3, 2026
project / design study

Ashen Frontier

A survival-game design that moved toward restoring the land, assembling useful systems, and a deliberately smaller first-day slice.

Documented activity: May 8, 2026 – May 13, 2026
PublishedOct 3, 2026
project / design study

Forgotten Decks

A generation-ship side-scroller found its identity in close-quarters resistance, fragile shared infrastructure, and the etiquette of a civil war inside a sealed home.

Documented activity: May 8, 2026 – May 10, 2026
PublishedOct 3, 2026
project / prototype

Lines of Solice

A Python prototype explored identity through player actions, while schema mismatches exposed the need to validate the links between actions and projects.

Documented activity: April 26, 2026 – April 27, 2026