Latest posts
-

Veterans of Divine Orbit Update and Changelog
We’ve been deep in the code pushing out the latest set of mechanics, performance tweaks, and system updates for Divine Orbit. This round focuses heavily on refining core gameplay loops, smoothing out random…
-

The Algorithm Purge: Why Engagement Bait Won’t Scale Your New Account
If you scroll through your X (formerly Twitter) timeline or YouTube creator forums right now, you will see a very specific, very loud demographic melting down. Accounts that used to regularly boast 30…
-

THE SNOWBALL EFFECT: The Exact Build Order to Break Divine Orbit
If you are dying at Year 15 in Divine Orbit, your reflexes aren’t the problem. Your build order is. When development on Divine Orbit first started, it was a relatively straightforward planetary defense…
-

The Death of the Main Event: A Brutal Teardown of Second Screen Viewing
If you are reading this on your laptop, there is a 90% chance your phone is sitting unlocked next to your keyboard. If you are reading this on your phone, there is a…
-

Weaponizing SaaS: How We Hijacked a B2B Web Builder to Run a 144Hz Space RTS
If you look at the modern web, 90% of it is engineered to do exactly one thing: push you down a sales funnel. The internet has been paved over by B2B (Business-to-Business) SaaS…
-

The True Cost of a $20 Unity Asset: Escaping the Fiverr Frankenstein
You have a brilliant idea for a game. You map out the lore, design the characters, and sketch out the levels. But there is one problem: you don’t know how to code an…
-

Stop Making “Stardew Valley But on Mars”: How to Find Your Indie Game’s USP
You spent two years drawing pixel art. You coded a robust farming grid, a dynamic weather system, and a relationship tracker for the local townsfolk. You launch your Steam page, and the market…
-

The 5-Second Indie Game Trailer Rule: Stop Hiding Your Gameplay
You just spent four days in Premiere Pro. You found the perfect, royalty-free orchestral track. Your trailer opens on a pitch-black screen. A single piano note plays. Slowly, elegant white text fades in:…
-

The Psychology of Floating Damage Numbers: Why Your Indie Game Feels “Dead”
You spent three months coding a complex armor-penetration algorithm. You factored in velocity, material density, and distance drop-off. It is a mathematical masterpiece. You hand the game to a playtester. They shoot an…
-

The Fiverr Frankenstein: Why Your Indie Game Has Zero Wishlists
It’s 3:00 AM. You just launched your Steam page. You posted the link on Twitter, showed your mom, and went to sleep dreaming of the indie game jackpot. You wake up, check your…
-

The Indie Flywheel: Why Launching a Single Game is a Developer Trap
The graveyard of Steam is packed with five-year passion projects. You know the story: a solo developer quits their job, builds a massive, sprawling RPG from scratch, launches it to zero fanfare, and…
-

Welded From Junk. Built for the Arena. The Scrap Syndicate Beta is Coming.
In less than two weeks, we are opening the hangar doors. Welcome to Scrap Syndicate, a heavy-metal mech autobattler where your survival depends entirely on what you can scavenge, buy, or steal from…
-

How I Built a High-Performance 2D Game Engine: Solving JavaScript Stutter and Loading Bloat
The Problem: Modern web games suffer from Garbage Collection (GC) stutters and long loading screens. The Solution: A custom engine built on Zero-Allocation Memory Pooling and Spatial Partitioning Grids to achieve 144Hz performance…
-

Into the Vault: Prototyping “Generations of Doom”
AI is a terrible game designer, but it’s a fantastic bulldozer. This week, I used an AI coding agent to speedrun a prototype for a cozy-survival card game called Generations of Doom. The…
-

Divine Orbit: The Road to 1.0 (Live Beta Flight Plan)
The Short Version: Divine Orbit is currently in Live Beta. The core engine is running, the physics are punishing, and the tactical loop works. But before we stamp “1.0” on this thing and…