My first app with AdMob fully working is live on Google Play.
DeckScape Solitaire is a classic Solitaire game with unlockable themes, smooth card movement, and optional rewarded ads.
Please download it and leave a review. It helps a lot.
https://t.co/2uFjZsi0fG
In 2026, you need to stand out. You need to be HUMAN in the midst of AI slop. Voice acting helps you! Here's how I'm doing it for my next game, Twisted Tower: https://t.co/mUOAEvG8GO
Big progress over the last few weeks on my indie horror game.
New assets from the Unity Asset Store are pushing things forward, including:
• Tropical forest environments
• Dynamic sky, weather & day/night cycle
• Ocean & shoreline upgrades
Still using placeholders where needed, but the island is really coming together.
More updates soon https://t.co/On1yIqcEua
#gamedev #indiedev #unity3d #indiehorrorgame #devlog
I’m adding full navigation and markers using Compass Navigator Pro II.
I’ve used it in a previous prototype and love how flexible it is:
• Highly customizable markers & icons
• Tons of optional settings
• Easy to tune per project
This will handle all in-game navigation going forward.
More updates soon https://t.co/On1yIqcEua
#gamedev #indiedev #unity3d #indiehorrorgame #devlog
Next system on the roadmap: lockpicking.
Inspired by modern Resident Evil:
• Locked doors & containers
• Prompt to use a lockpick if you have one
• Unlocks instantly
• Lockpick is consumed on use
Simple, tense, and resource-driven — every lockpick matters.
More updates soon https://t.co/On1yIqc6EC
#gamedev #indiedev #unity3d #indiehorrorgame #survivalhorror
The game is getting a simple world map to reduce frustration without killing immersion.
Inspired by Fallout 4 & Far Cry:
• Quick toggle map (no zooming)
• Shows player position + known locations
• Some locations visible from start, others unlock when discovered
❌ No fast travel.
Planning, survival, and navigation matter.
More updates soon https://t.co/On1yIqcEua
#gamedev #indiedev #unity3d #indiehorrorgame #survivalhorror
I finally locked in the overall look for the game.
Going for a gritty RE4-inspired style:
• More saturated colors
• Noisy, distressed textures
• A rough, worn-down feel
Still tweaking and refining, but this is the direction — and it completely changes the vibe.
More updates soon https://t.co/On1yIqcEua
#gamedev #indiedev #unity3d #indiehorrorgame #devlog
I finally locked in the overall look for the game.
The ocean + shoreline are now powered by KWS Water — massive visual upgrade with surprisingly fast setup.
On top of that, Enviro III is handling:
• Day / night cycle
• Lighting
• Wind
• Fog & atmosphere
Same island — completely different mood depending on the time of day.
More soon https://t.co/On1yIqc6EC
#gamedev #indiedev #unity3d #indiehorrorgame #devlog
I completely rewrote my inventory system from the ground up.
It’s now a classic grid-based system, inspired by old-school Resident Evil:
• Equip weapons
• Use & consume items
• Combine items
• Drop gear to manage space
Tension through inventory management is back.
More updates soon https://t.co/On1yIqcEua
#gamedev #indiedev #unity3d #indiehorrorgame #survivalhorror
Big progress over the last few weeks on my indie horror game.
New environment assets, dynamic sky & weather, day/night cycle, and ocean shoreline are all coming together using Unity + marketplace tools.
This project is really starting to take shape.
More updates soon https://t.co/On1yIqc6EC
#gamedev #indiedev #unity3d #devlog #indiehorrorgame
New devlog is live: Devlog #3: Visual Direction & Inventory Overhaul
Spent the last few weeks locking in the visual style, rewriting my inventory system, and upgrading water + day/night systems. #gamedev#unity3d#devlog
New devlog is live: Devlog #3: Visual Direction & Inventory Overhaul
Spent the last few weeks locking in the visual style, rewriting my inventory system, and upgrading water + day/night systems. #gamedev#unity3d#devlog
https://t.co/62wzGflIPK