Devlog
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Devlog #3 · June 2026Small moments in an empty world
A red balloon, a flickering motel sign, a tumbleweed that catches on a fence — the little set pieces that make an empty map feel alive, and why a quiet game needs them most.
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Devlog #2 · May–June 2026Filling a world that was mostly empty
The map was three named places hugging one edge and a huge blank east. Here's the occupancy system, the world map, and the rule that keeps a dead world from looking unfinished.
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Devlog #1 · May 2026Building a dead world without going full 3D
Why this is a top-down pixel game faking depth with sprite stacking, how the dead forest is made, and the decisions that set the whole mood early on.