Final day showing at
Most press stuff is done now, so today should be more relaxed and fun with the Saturday visitors. Last chance to come by the Tentacle Zone and have a go on the amazing indie games here - see you hackers soon!

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For EGX this week and I have been trying out some new VFX to help attract new players to our booth. This will eventually be part of a multi-layered interactive install sequence, starting the game off with a literal big bang!

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Over 3 years of dev for
2015-2017: All the post process & colors to make my crappy cubes look as fancy as possible
2017-2018: Met & , decided to overhaul all the graphics
2018-2019: Polish to F

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In case you missed it: will be QUANTUM DASHING to Unite this Tues 26th March, Manchester's leading gaming community & game industry event at the Impossible venue! Feel free to come say hi and try out the game :D
https://t.co/kxRmiUQLpw

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Happy to announce that is crash landing to Unite, Manchester's leading gaming community and game industry event. Come try out our game and many others at the Impossible venue on Tues 26th March :D
https://t.co/kxRmiUQLpw

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The announcement of would not have been possible without our good friends and publisher . Thank you to all involved! It's been a wild couple of days...

Follow for more cool announcements and games from Dear Villagers!

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"Hack"
A priority message coming in T-3 days for
PREPARE FOR SYSTEM RECONFIGURATION

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From prototype to polish, these gifs were taken 2 years apart!
I knew I wanted the dash ability to break walls, but would never have imagined such a huge difference in the artwork - yet the feel remains the same.
Feeling hyped again for

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More progress on Destructable Terrain from my previous tweet.
As well as ramming, you can now shoot to break them apart!
BONUS POINTS if you clear up all your mess with a crash landing shockwave (ok I'm kidding there are no points)

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Today's crazy events aside, I also found some time to work on a new environmental feature: Destructable Terrain!
Feels good to implement new things :D

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Working on the final ability in the jumping tech progression - a high powered vertical dash. There will be things in the sky to travel to. High things. Very very high things...

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Polishing up the watery experiences in with a couple of new shockwave curves and bubbly splashy VFX by . It's starting to feel pretty fun to mess around in now!

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Prototyping a new environmental mechanic this week :-
CAPACITOR FLUID TANKS
Working on shaders for "underwater" and surface effects. Still WIP, tons more vfx and things to add, but it's looking promising. I smell another blog post coming up!

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Having fun playing about with the new crash landing attack we added this week. It's satisfying to create a system that is both combat & locomotion. Aside from the dash ability, I wonder if there's anything else we could use that is similar?

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In addition to physics forces, crash landing also deals heavy damage to enemies. Instead of typical melee combat, we wanted to integrate attacks into our locomotion system, so this seemed like a great way to do that. Boom!

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