Built in public,entry by entry.
Every production note from across the studio, ordered newest to oldest: experiments, technical decisions, art direction, and playable milestones.
56 entries · 6 projects

Added turn-based combat and the Dead Signal mission
Four Ivory soldiers can now assault an occupied relay depot using time units, cover, body-part targeting, ballistics, and enemy turns.

Added bases, vehicles, aircraft, and fog of war
The skirmish grew from two infantry squads into a base with heavy infantry, tanks, walkers, aircraft, and a map that remembers what you have seen.

Added harvesters, unit radio, and sandworms
A crawler hauls resources home, troopers answer on a helmet radio, and something under the sand can take the crawler.

Added crouch, prone, and squad formations
Infantry can drop to a knee or the ground for less damage, and a squad can be ordered into a line, a loose group, or a tight one.

Built the first desert skirmish
Sand began as one playable map: rifle and rocket squads, a buildable base, and orbital fire over a procedural dune.

Built the first wasteland character roster
Nine low-poly soldiers, raiders, medics, scouts, and machine forms established the visual language for Survived before the first mission existed.

Why ships begin as frames
The shipwright is becoming a construction language: lay structure, plate the hull, then make the machine fly.

Finding the combat grammar
The first prototype is testing whether spell combinations remain readable once movement and pressure enter the arena.

Making every destination feel collectible
How backgrounds, region-specific gems, and specimen rewards turn a puzzle map into a world tour.