DEVELOPMENT ARCHIVE

DEVLOG

Daily notes and weekly reports from every game.

2026-09-02 · MITTENS THE KITTENS

Hearts, and two pads that finally drive two cats

Mittens has a visible health bar at last, the two gamepads finally drive two separate cats, and a ride that could trap you forever now lets go. Three of the day's bugs were the same shape — a write that succeeds and does nothing.

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2026-09-02 · STARFALL: AFTERSHOCK

The seat gets taken, and the title burns

Press START on an empty seat and you now join mid-level, beside the lead, with a full set of lives. The painted title screen is gone, replaced by a real biome with a wordmark that is genuinely on fire.

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2026-09-01 · MITTENS THE KITTENS

World 1 is a world

Two more stages built, a boss you can now actually reach, and an island overworld that connects all three. Couch co-op went from broken to working along the way.

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2026-09-01 · OMEGA RAIN

The Unity build stands up

You spawn on a temple courtyard, walk on real terrain in the rain, and swing a sword that does damage. Before today the character fell out of the world on spawn and never stopped falling.

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2026-08-31 · STARFALL: AFTERSHOCK

The arcade seat, and eight bosses that would not move

Empty seats now blink INSERT COIN like a cabinet, and after three attempts every boss in the game finally moves during its own fight — the worst freeze dropped from 34 seconds to under one.

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2026-08-22 · DEEP ROOTS

Project page added

Deep Roots joins the permanent Hostile Environments project archive, ready for screenshots, footage, build notes, and future devlogs.

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2026-08-22 · OVERWHELM

Project page added

Overwhelm now has a permanent home inside the Hostile Environments development archive. More build information will be published as development progresses.

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2026-08-21 · STARFALL: AFTERSHOCK

Level 2 production begins

Level 2 moves into active production with new environmental depth, encounter planning, and a more defined visual identity.

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2026-08-20 · ECHO RIDGE

The town found its name

Echo Ridge locks its modern identity while the failed-town loop, moral paths, and alternate-device structure continue to expand.

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2026-08-19 · STARFALL: AFTERSHOCK

Background parallax pass

A focused pass on environmental layering and motion to make scenes feel deeper without sacrificing gameplay readability.

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2026-08-18 · ROBOT DESTROY

Visual direction locked

The hand-painted city language, level color variation, and non-robot environment presentation are now established.

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2026-08-17 · ECHO RIDGE

Consequences can spiral

Interaction outcomes are being designed so good intentions and bad intentions can both trigger unexpected chain reactions.

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2026-08-16 · ROBOT DESTROY

Level-select visual system

Area art is being structured so each location feels distinct while still belonging to the same painted universe.

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2026-08-15 · STARFALL: AFTERSHOCK

Combat and environment pass

Combat pacing, enemy pressure, and background presentation received another coordinated polish pass.

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2026-08-12 · BUSTING BALLS!

Long-form progression overhaul

Level scaling and formation variety are expanding toward a much larger campaign while keeping high-value blocks sparse.

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2026-08-11 · BUSTING BALLS!

More gaps, fewer solid rows

Stage layouts are moving toward readable shapes, shot lanes, and satisfying openings instead of constant solid walls.

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