Field notes devlog transmissions

The lab log for tiny games with big feelings.

A place to talk about prototypes, questionable design decisions, and the small discoveries that shape every build.

Latest entries

Notes from the build pipeline

Keep this short and honest. The messy middle is the point.
Done

Turrets and Drones

We added two major combat companions into the live build: automated turrets and support drones. The goal is to make moment-to-moment fights feel more tactical while keeping the core gunplay fast.

  • Turrets as battlefield anchors: Place-and-hold gameplay for tight corridors, choke points, and objective defense.
  • Drones as mobile support: Faster repositioning and adaptive coverage in open arenas.
  • Clear role separation: Turrets lean into area denial while drones skew toward flexible pressure and cleanup.

Done

Mining Rigs and Katana Melee Mode

We have expanded the economy and close-quarters options with mining rigs and a dedicated katana melee mode. This update is about giving players new reasons to move, build, and commit to risky plays.

  • Mining rigs as long-term investments: Set them up, protect them, and turn risk into sustained income.
  • Katana melee mode for high-risk aggression: A fast, close-range option that rewards commitment and timing.
  • Resource-driven pacing: Rigs encourage map control, while melee creates sharp spikes of danger and payoff.

In Progress

Server Deployment

We have reached a point with great features. For now, we are focusing on deployment.

  • Servers should remember: Each server will own its own database. Scores are saved per map. Map state persists. Worlds stop being disposable.
  • Servers should belong to themselves: No single central brain. Each shard keeps its history.
  • Observability without interference: An admin app is coming. Stats, discovery, health.
  • Services: AWS, Fly.io and self-hosted machines

In Progress

Entomolist vs Interdimensional Beings

I’ve always been fascinated by ants. By spiders. By the countless species that live beside us, unnoticed, carrying entire worlds on their backs.
There’s something honest about them. No mythology. No ambition. Just survival, structure, and fragile balance.
Today, I started working on ëëntïï.
It’s the story of an entomologist who learns—quietly, without ceremony—that he has been given a task by the Cosmos itself: protect the Ant Queen, or watch a species vanish.
This isn’t a game about heroism. It’s about terror. The slow kind.
The kind that comes from realizing the weight on your shoulders is real, and that no one is coming to help.
ëëntïï is about responsibility at a cosmic scale, filtered through the smallest of lives. About what it feels like to be chosen not for glory, but because extinction has no patience.

In Progress

Episodic Adventure Game

I always imagined Kaíven as a graphic novel. And it still might be.
But one morning I woke up with a different certainty.
Fuck it.
This story doesn’t want to stay still on the page. It wants to be walked through. Paused. Interrupted. Lived in fragments.
So it becomes an episodic adventure game.
And if it needs its own engine, then I’ll build that too.
Not because it’s efficient. Not because it’s sensible.
Because it feels right.
This is how the adventure begins

Status board

Now, next, later

Quick snapshot of what is on the table so we stay honest with the scope.
Now
  • Adding scripts for proper release on AWS and Fly.io.
  • Also simple script for a LAN party.
Next
  • We have a few ideas for new guns and bullets.
  • Better algorithms of how Enemies and Bosses hunt.
  • Redesign the UI *yuck*.
Later
  • Run tests on the cloud.
  • Integrate Steam and Nintendo for multiplayer mode.