Kasino 84 is up. It has blackjack and roulette right now, and both run in the browser.
It's fake money only. No accounts, purchases, payouts, or any of that. Your stats save in your browser.
Wanted both games to be quick and work well on a phone. They're playable now, but I'll keep messing with the controls and layout.
DVD Survivors
DVD Survivors Is Out
DVD Survivors is out on Steam now for Windows, macOS, and Linux.
It started as a joke about the bouncing DVD logo and got a little out of hand. There are 62+ weapons, 46+ evolutions, 24+ synergies, and more than 100 achievements. Mike B made the soundtrack.
I'm still fixing bugs and tuning things as people play. The patch notes are here.
Null Online
We Made an MMO in a Day
Every few weeks another indie studio announces their "revolutionary MMO." There's a
Kickstarter with a $500K goal and 47 stretch goals, concept art of a vast open world, a
roadmap that goes to 2029, and a Discord with 50,000 people waiting for a game that
doesn't exist yet. It's one of the weirdest patterns in the industry and it never stops
being funny.
So we made an actual MMO. In one day. It's called Null Online.
You're a single pixel in an infinite 3D void. You can move, see nearby players on a
proximity radar, and chat. That's the whole game. You cannot fight, trade, quest, or do
anything else. The feature list is four items long and one of them is "exist."
Accounts persist, positions save between sessions, and movement and chat sync in real
time. The browser build is free and weighs about 2.7 MB.
There is no battle pass, premium currency, or season pass. The optional $3 Supporter Pack
turns your pixel and name gold. It has no gameplay effect.
The experiment was whether a shared world still feels inhabited after removing quests,
combat, inventory, progression, and the map.
People have already found each other out there in the void, talked for a while, and
drifted off. Some just float alone. Both feel right.
Null Online is finished and free to play at nullonline.com.
Starboys
Submitted to Steam
Submitted both the main Starboys project and the Starboys Playtest to Steam this week.
The store page, build, everything - it's all in their review queue now.
Not a ton to say about it honestly. Filled out the forms, uploaded the builds, hit
submit. Now it's just waiting. Steam's review process takes however long it takes.
The playtest build is the same alpha we've been running locally, just packaged up
properly for Steam's infrastructure. Once it's approved we can start inviting people in
through Steam directly instead of sending builds around manually.
Studio
Getting Ready for GameOn
We're going to GameOn Expo this year, which means we need an actual booth. Spent the last
few weeks buying TVs, figuring out how to transport everything, and making sure we have
enough controllers.
The remaining booth work is cable management, signage, controller setup, transport, and
keeping the systems cool in the convention hall.
If you're at GameOn, come play Starboys.
Starboys
How We Got Here
Figured the new year was a good time to look back at where Starboys started and where
it's at now.
The core of the game is the gravity system - walk on walls, ceilings, flip mid-fight.
Getting that to feel right took a while. We went with FishNetworking for multiplayer,
rebuilt the player controller more times than we'd like to admit, and eventually landed
on something that feels good.
From there: new character model, basic level design, a few game types, and interactables
like jump pads, bounce walls, gravity zones. The kind of stuff that makes arena shooters
fun to mess around in.
Lots of playtesting - in person, online, yelling at each other, finding bugs. It's been a
good way to figure out what works and what doesn't.
The current build is playable. Match tuning, the server browser, and more arenas remain.
Bloodrust
Writing the World
Started digging into the narrative side of Bloodrust this week. The visual direction is
feeling solid enough that it's time to figure out what actually happens in this world.
The setting has a tone - dark, corroded, heavy - but tone isn't story. Spent a lot of
time just writing. Lore documents, character backgrounds, faction motivations. Most of
it won't end up in the game directly, but it shapes everything. When you know why a
place exists, you design it differently.
The story will live in environments, item descriptions, and incidental dialogue rather
than long cutscenes.
Bloodrust
New Project: Bloodrust
Been kicking around an idea for a while and finally started putting real work into it.
Bloodrust - dark fantasy action RPG, heavy atmosphere, no hand-holding.
The first work is project structure and art direction: dark environments, heavy texture,
deep shadow, and corroded metal.
The current material is concept art and design mockups. There is no playable build yet.
Starboys
First Netcode Tests
Started prototyping the multiplayer for what's becoming Starboys. The core idea - arena
shooter with full gravity manipulation - only works if it's multiplayer, so netcode had
to come first, not last.
FishNet handles the networking layer. Two clients can now connect, move, and synchronize
in the same space.
Each player can have a different down direction, so orientation has to synchronize with
position. The basic two-client test now works without desync.
Next: the player controller.
Studio
Signal Spike Games
This is the first entry so might as well explain what's going on. I'm starting a game
studio. It's called Signal Spike Games.
The first work was business registration, accounts, hosting, source control, and project
management.
Signal Spike Games makes games we want to play. Projects use contractors and collaborators for art, music, maps, testing, and other work as needed.