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    <title>Signal Spike Games Devlog</title>
    <link>https://signalspike.games/devlog/</link>
    <description>Development notes from Signal Spike Games.</description>
    <language>en</language>
    <lastBuildDate>Mon, 20 Jul 2026 00:00:00 GMT</lastBuildDate>
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    <item>
      <title>Kasino 84 Is Up</title>
      <link>https://signalspike.games/devlog/2026-07-20-kasino-84-is-up/</link>
      <guid isPermaLink="true">https://signalspike.games/devlog/2026-07-20-kasino-84-is-up/</guid>
      <pubDate>Mon, 20 Jul 2026 00:00:00 GMT</pubDate>
      <category>Kasino 84</category>
      <description>Kasino 84 is up. It has blackjack and roulette right now, and both run in the browser.</description>
      <content:encoded>
&lt;p&gt;&lt;a href=&quot;https://signalspike.games/kasino-84/&quot;&gt;Kasino 84&lt;/a&gt; is up. It has blackjack and roulette right now, and both run in the browser.&lt;/p&gt;
&lt;p&gt;It&#x27;s fake money only. No accounts, purchases, payouts, or any of that. Your stats save in your browser.&lt;/p&gt;
&lt;p&gt;Wanted both games to be quick and work well on a phone. They&#x27;re playable now, but I&#x27;ll keep messing with the controls and layout.&lt;/p&gt;
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    </item>
    <item>
      <title>DVD Survivors Is Out</title>
      <link>https://signalspike.games/devlog/2026-03-25-dvd-survivors-is-out/</link>
      <guid isPermaLink="true">https://signalspike.games/devlog/2026-03-25-dvd-survivors-is-out/</guid>
      <pubDate>Wed, 25 Mar 2026 00:00:00 GMT</pubDate>
      <category>DVD Survivors</category>
      <description>DVD Survivors is out on Steam now for Windows, macOS, and Linux.</description>
      <content:encoded>
&lt;p&gt;&lt;a href=&quot;https://signalspike.games/dvdsurvivors/&quot;&gt;DVD Survivors&lt;/a&gt; is out on Steam now for Windows, macOS, and Linux.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;I&#x27;m still fixing bugs and tuning things as people play. The patch notes are &lt;a href=&quot;https://signalspike.games/dvdsurvivors/patchnotes/&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;
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    <item>
      <title>We Made an MMO in a Day</title>
      <link>https://signalspike.games/devlog/2026-02-05-we-made-an-mmo-in-a-day/</link>
      <guid isPermaLink="true">https://signalspike.games/devlog/2026-02-05-we-made-an-mmo-in-a-day/</guid>
      <pubDate>Thu, 05 Feb 2026 00:00:00 GMT</pubDate>
      <category>Null Online</category>
      <description>Every few weeks another indie studio announces their &quot;revolutionary MMO.&quot; There&#x27;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&#x27;t exist yet. It&#x27;s one of the weirdest patterns in the industry and it never stops being funny.</description>
      <content:encoded>
&lt;p&gt;Every few weeks another indie studio announces their &quot;revolutionary MMO.&quot; There&#x27;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&#x27;t exist yet. It&#x27;s one of the weirdest patterns in the industry and it never stops
                                being funny.&lt;/p&gt;
&lt;p&gt;So we made an actual MMO. In one day. It&#x27;s called &lt;a href=&quot;https://signalspike.games/nullonline/&quot;&gt;Null Online&lt;/a&gt;.
                            &lt;/p&gt;
&lt;p&gt;You&#x27;re a single pixel in an infinite 3D void. You can move, see nearby players on a
                                proximity radar, and chat. That&#x27;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 &quot;exist.&quot;&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;The experiment was whether a shared world still feels inhabited after removing quests,
                                combat, inventory, progression, and the map.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;Null Online is finished and free to play at &lt;a href=&quot;https://nullonline.com&quot; rel=&quot;noopener&quot; target=&quot;_blank&quot;&gt;nullonline.com&lt;/a&gt;.&lt;/p&gt;
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    <item>
      <title>Submitted to Steam</title>
      <link>https://signalspike.games/devlog/2026-02-02-submitted-to-steam/</link>
      <guid isPermaLink="true">https://signalspike.games/devlog/2026-02-02-submitted-to-steam/</guid>
      <pubDate>Mon, 02 Feb 2026 00:00:00 GMT</pubDate>
      <category>Starboys</category>
      <description>Submitted both the main Starboys project and the Starboys Playtest to Steam this week. The store page, build, everything - it&#x27;s all in their review queue now.</description>
      <content:encoded>
&lt;p&gt;Submitted both the main Starboys project and the Starboys Playtest to Steam this week.
                                The store page, build, everything - it&#x27;s all in their review queue now.&lt;/p&gt;
&lt;p&gt;Not a ton to say about it honestly. Filled out the forms, uploaded the builds, hit
                                submit. Now it&#x27;s just waiting. Steam&#x27;s review process takes however long it takes.&lt;/p&gt;
&lt;p&gt;The playtest build is the same alpha we&#x27;ve been running locally, just packaged up
                                properly for Steam&#x27;s infrastructure. Once it&#x27;s approved we can start inviting people in
                                through Steam directly instead of sending builds around manually.&lt;/p&gt;
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    <item>
      <title>Getting Ready for GameOn</title>
      <link>https://signalspike.games/devlog/2026-01-09-getting-ready-for-gameon/</link>
      <guid isPermaLink="true">https://signalspike.games/devlog/2026-01-09-getting-ready-for-gameon/</guid>
      <pubDate>Fri, 09 Jan 2026 00:00:00 GMT</pubDate>
      <category>Studio</category>
      <description>We&#x27;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.</description>
      <content:encoded>
&lt;p&gt;We&#x27;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.&lt;/p&gt;
&lt;p&gt;The remaining booth work is cable management, signage, controller setup, transport, and
                                keeping the systems cool in the convention hall.&lt;/p&gt;
&lt;p&gt;If you&#x27;re at GameOn, come play Starboys.&lt;/p&gt;
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    <item>
      <title>How We Got Here</title>
      <link>https://signalspike.games/devlog/2026-01-01-how-we-got-here/</link>
      <guid isPermaLink="true">https://signalspike.games/devlog/2026-01-01-how-we-got-here/</guid>
      <pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate>
      <category>Starboys</category>
      <description>Figured the new year was a good time to look back at where Starboys started and where it&#x27;s at now.</description>
      <content:encoded>
&lt;p&gt;Figured the new year was a good time to look back at where Starboys started and where
                                it&#x27;s at now.&lt;/p&gt;
&lt;p&gt;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&#x27;d like to admit, and eventually landed
                                on something that feels good.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;Lots of playtesting - in person, online, yelling at each other, finding bugs. It&#x27;s been a
                                good way to figure out what works and what doesn&#x27;t.&lt;/p&gt;
&lt;p&gt;The current build is playable. Match tuning, the server browser, and more arenas remain.&lt;/p&gt;
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    <item>
      <title>Writing the World</title>
      <link>https://signalspike.games/devlog/2025-07-21-writing-the-world/</link>
      <guid isPermaLink="true">https://signalspike.games/devlog/2025-07-21-writing-the-world/</guid>
      <pubDate>Mon, 21 Jul 2025 00:00:00 GMT</pubDate>
      <category>Bloodrust</category>
      <description>Started digging into the narrative side of Bloodrust this week. The visual direction is feeling solid enough that it&#x27;s time to figure out what actually happens in this world.</description>
      <content:encoded>
&lt;p&gt;Started digging into the narrative side of Bloodrust this week. The visual direction is
                                feeling solid enough that it&#x27;s time to figure out what actually happens in this world.
                            &lt;/p&gt;
&lt;p&gt;The setting has a tone - dark, corroded, heavy - but tone isn&#x27;t story. Spent a lot of
                                time just writing. Lore documents, character backgrounds, faction motivations. Most of
                                it won&#x27;t end up in the game directly, but it shapes everything. When you know why a
                                place exists, you design it differently.&lt;/p&gt;
&lt;p&gt;The story will live in environments, item descriptions, and incidental dialogue rather
                                than long cutscenes.&lt;/p&gt;
</content:encoded>
    </item>
    <item>
      <title>New Project: Bloodrust</title>
      <link>https://signalspike.games/devlog/2025-07-08-new-project-bloodrust/</link>
      <guid isPermaLink="true">https://signalspike.games/devlog/2025-07-08-new-project-bloodrust/</guid>
      <pubDate>Tue, 08 Jul 2025 00:00:00 GMT</pubDate>
      <category>Bloodrust</category>
      <description>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.</description>
      <content:encoded>
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;The first work is project structure and art direction: dark environments, heavy texture,
                                deep shadow, and corroded metal.&lt;/p&gt;
&lt;p&gt;The current material is concept art and design mockups. There is no playable build yet.&lt;/p&gt;
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    <item>
      <title>First Netcode Tests</title>
      <link>https://signalspike.games/devlog/2025-05-19-first-netcode-tests/</link>
      <guid isPermaLink="true">https://signalspike.games/devlog/2025-05-19-first-netcode-tests/</guid>
      <pubDate>Mon, 19 May 2025 00:00:00 GMT</pubDate>
      <category>Starboys</category>
      <description>Started prototyping the multiplayer for what&#x27;s becoming Starboys. The core idea - arena shooter with full gravity manipulation - only works if it&#x27;s multiplayer, so netcode had to come first, not last.</description>
      <content:encoded>
&lt;p&gt;Started prototyping the multiplayer for what&#x27;s becoming Starboys. The core idea - arena
                                shooter with full gravity manipulation - only works if it&#x27;s multiplayer, so netcode had
                                to come first, not last.&lt;/p&gt;
&lt;p&gt;FishNet handles the networking layer. Two clients can now connect, move, and synchronize
                                in the same space.&lt;/p&gt;
&lt;p&gt;Each player can have a different down direction, so orientation has to synchronize with
                                position. The basic two-client test now works without desync.&lt;/p&gt;
&lt;p&gt;Next: the player controller.&lt;/p&gt;
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    <item>
      <title>Signal Spike Games</title>
      <link>https://signalspike.games/devlog/2025-05-05-signal-spike-games/</link>
      <guid isPermaLink="true">https://signalspike.games/devlog/2025-05-05-signal-spike-games/</guid>
      <pubDate>Mon, 05 May 2025 00:00:00 GMT</pubDate>
      <category>Studio</category>
      <description>This is the first entry so might as well explain what&#x27;s going on. I&#x27;m starting a game studio. It&#x27;s called Signal Spike Games.</description>
      <content:encoded>
&lt;p&gt;This is the first entry so might as well explain what&#x27;s going on. I&#x27;m starting a game
                                studio. It&#x27;s called Signal Spike Games.&lt;/p&gt;
&lt;p&gt;The first work was business registration, accounts, hosting, source control, and project
                                management.&lt;/p&gt;
&lt;p&gt;Signal Spike Games makes games we want to play. Projects use contractors and collaborators for art, music, maps, testing, and other work as needed.&lt;/p&gt;
&lt;p&gt;A few game ideas are already in development.&lt;/p&gt;
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