PowerUp crate styles changed. Comes in next update.
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Experimenting with easier to read PowerUp colors and brighter, more playful colors. #gamedev
Valve showing off #Blender and #Godot on the new #SteamMachine (running #Linux and #KDE) promo material presents a complete and competent #FOSS stack for #GameDev - worth a moment of appreciation.
Important: keepandroidopen.org #android #foss
I've sold just 31 copies of my game as of today, which doesn't warrant expanding to mobile platforms, BUT at the same time I want the experience and I also want to have my game with me on my phone everywhere, just to show people. So I'm...
I'll make a proper post on it on the official Worgames account tomorrow, but let it be said today: Super Space Arcade is available on Steam now for Mac and Linux too. May my quest to bring it to every platform continue next week. Good night.
Figuring out how to create a code-signed, notarized MacOS version of my game to publish through #steamworks on a testing branch as an additional depot on the existing CD Key package. #gamedev #indiedev
Think I got to integrate @blockbench into my workflow, could look great with my current voxel stuff, adding a bit more fidelity. Video by @gamefromscratch #gamedev #voxel #indiedev youtube.com/watch?v=OyYk5Q…
#hotfixsaturday #gamedev x.com/worgamescom/st…
Yesterday I've played around with a couple of different ideas for track generation in Super Space Arcade, but I realized what a big gamble it is to make these architectural changes to a released game. Perhaps better left for a sequel. Still enough other areas to polish. #gamedev…
Lesson learned (again): When getting a pooled object in Unity, set the position and rotation *before* setting it active. The lifecycle methods and the physics engine might otherwise interfere, even when it looks like you have a clear path in your code from A to B. #unity #gamdev
After my debut game "Super Space Arcade" took way to long to release, I've been thinking to do what most gamedevs recommend, to make small games, and fast(-ish). I'm planning for a seasonal release cycle. #gamedev 1/9
So I have an object pool with a maximum of objects to keep available. If I request more objects from the pool then are available, I just instantiate them regularly and on return to the pool I destroy them. Is this a good pattern? #gamedev
"How to get ahead of 83.5% of indie Steam devs in 2025" Totally not clickbait. #gamedev #indiedev tomwor.com/how-to-get-ahe…
How to get ahead of 83.5% of indie Steam devs in 2025
Totally not clickbait. Read more
I've been using Handbrake to compress my videos for a while and always struggled to do 540p video for socials small enough. Now there seems to be a (new?) preset that compresses my video to about HALF the size it used to. Where have you been all...
Despite the Steam Deck unverified status, "Super Space Arcade" runs great on the #Steamdeck and has been thoroughly tested on it. The game was built with handheld gaming in mind.
While reviews from strangers can be quite a gut punch, I guess they are also the most honest ones. I got my homework. #gamedev
After years of work, I'm very proud to release my debut game "Super Space Arcade" to the public today. It's a short loveletter to simpler times, as I remember them. I hope it brings you joy. #gamedev #indiegamedev #madewithunity
I'm releasing "Super Space Arcade" tomorrow! I made everything myself, except the music. So if you want to hurt my feelings, just say you like the music best! 💔 🤜 😵 store.steampowered.com/app/1442050/Su…
