Without soup, ghosts still walk.
With soup, they walk faster.
In Netherlord: Idle RPG, lost souls carry one bowl down the Nether Roads. They never drink or return it—only search for the ghost who needs it.
Even death needs logistics.
#IndieGame#IdleGame#IncrementalGame
In Netherlord: Idle RPG, ghost speed isn’t fixed.
Potential Speed is the limit. Soup pushes Current Speed toward it. No soup means slower roads and fewer resource runs.
Would you train the ghost first, or improve the soup network?
#IndieGame#IdleGame#IncrementalGame
In Netherlord: Idle RPG, ghosts roam the Nether Roads gathering resources.
Build cauldrons, brew soul soup at different strengths, then send lost souls to deliver it.
#IndieGame#IdleGame#IncrementalGame
The hardest part was fitting all that information in without making it fell like a spreadsheet. Still tuning the hierarchy and readability.
#gamedev#indiedev#GameUI#DarkIdleRPG
No one remembers when the factory stopped.
The clocks have come loose from the walls. Red filing tape spills from the cabinets and drifts through the hall.
At the center stands a figure built from ledgers and steel drawers. Its face is an old punch clock.
It never moves.
But whenever a page floats past, the hands on its face turn to the time written at the bottom.
#IndieGameDev #HorrorGame #GameWriting #WeirdFiction
Your 30s are a trap.
We glorify being busy.
We wear exhaustion like a badge of honor.
We think slowing down means falling behind.
So we never stop.
Then your 40s arrive, and you realize the real mistake:
The most dangerous kind of busy is being too busy to think.
Because that’s how you spend years optimizing things that never mattered.
Perfectionists are rarely the most successful people.
They’re often the most anxious, the most discouraged, and the quickest to give up.
Because perfectionism isn’t really about pursuing excellence. It’s about fearing failure.
It makes you judge your work before you even begin—and dismiss everything you’ve done because of one small flaw.
Today’s progress: ghosts can finally walk along the Ghost Road. 👻
It looks simple on the surface, but getting the movement to feel smooth and natural took way more work than I expected.
AI has been a huge help throughout development. I design the gameplay and game systems, while AI helps me bring the world to life with concept art.
One step closer to making this netherworld feel real.
#gamedev #indiedev #indiegame #screenshotsaturday #madewithunity
Lately, I’ve been working on more serious game projects while also experimenting with building some projects entirely with AI.
I wanted to see how far AI can really take a project with minimal time investment, and whether it’s worth putting more time and effort into down the road.
AI’s progress feels unstoppable, so I think it’s worth keeping an open mind and exploring what’s possible.
I’ve officially restarted development on a dark fantasy idle RPG project I put on hold a long time ago.
For now, I’m calling it:
Project Netherworld.
Originally, this was supposed to be “just another idle game”.
But the deeper I got into it, the more I realized I didn’t actually want to make a typical incremental game built around numbers going up endlessly.
I wanted to build a world.
A dead one.
A world filled with wandering souls, endless ghost roads, forgotten gods, and systems slowly collapsing under their own weight.
You play as an “Enlightener” — a being capable of guiding souls through the Netherworld, expanding territory, harvesting resources, building structures, and reshaping the order of the dead.
The game has been through multiple versions already.
And honestly, most of them failed.
Not technically.
Not mechanically.
They failed because they felt like disconnected systems glued together.
Lots of features.
No soul.
So over the past few months, I started rebuilding almost everything from scratch:
- the soul system
- the ghost road system
- reincarnation
- world progression
- resource loops
- combat structure
- long-term scaling
The goal now is much clearer:
I want the game to feel like you’re raising a dark fantasy civilization over an absurdly long period of time.
Not just optimizing numbers.
One thing that has always bothered me is how shallow most idle games become after the first few hours.
The progression keeps going.
The world stops evolving.
I want both to evolve together.
I have no idea how long this project will take.
Probably a while.
But I’m going to document the process publicly this time — the systems, the failures, the visual direction, the balancing problems, all of it.
I miss games that feel mysterious.
Maybe this can become one of them.