the fly brain can now compete with humans. 🪰
we trained a match-3 AI using a real fruit fly’s neural wiring.
Now it wants to challenge you. surely you won’t lose to a fly… right?
Challenge => https://t.co/lgWRaZBCAH
#FlyBrain#AI#IndieGame
Hi, I'm Danny, I handle tech on Ember & Blade.
Mac optimization is something we're actively working on. Our dev machine is an M3 Pro, so as you noticed, we've been tuning mostly around Medium...so sorry. Max and High settings are still on the list, and we'll keep pushing on it.
Thanks for playing!!!
Ember and Blade Demo 2.0 is OFFICIALLY LIVE! 🔥🕹️
Massive combat overhaul, dynamic combo systems, and the explosive debut of the Shotgun!
#EmberAndBlade#GameTrailer#SteamDemo#IndieGame
🎬 Watch the official Demo 2.0 trailer now!
𝐍𝐨, 𝐭𝐡𝐞 𝐝𝐮𝐜𝐤 𝐢𝐬 𝐚 𝐥𝐢𝐞.
But everything else is real.
Ember and Blade DEMO 2.0 is out now.
Play it and wishlist it.
I'd… appreciate it.
👇 Link in the thread below.
My first dev note: 1 vs. 1,000: Achieving Technical Excellence
Finally got around to writing my first dev note. It covers similar ground to my Unite 2026 talk — think of it as a wrap-up of that material. I've picked up a lot from other developers on X(formerly Twitter) and forums over the years, so I hope this is useful to someone working on Unity optimization.
#Unity3D #Unity #Gamedev
https://t.co/rMihLtA4U8
Sharing our Unite Seoul talk on building a 3D Vampire Survivors-like, the kind with hundreds of enemies on screen at once.
"Hundreds of Enemies, a Light Build": how Ember & Blade draws the horde, keeps the fight readable, and still ships small.
Deck is now up in English(93 slides, video included):
https://t.co/OWd4DGDpcu
Talk (KR):
https://t.co/zXQLnDzfSl
#GameDevs #Unity #Unity3D #Unite26
We’ve nearly wrapped up the features for the demo update and are moving into QA. That means the team gets to capture footage for the trailer while I get busy editing it.
There are more ways to combine everything now, so I’m still figuring out what to show and how best to show it.
First step: shoot a lot and see what ends up looking best. 🎞️
@sublimeartsio@eiasninelives The core issues were draw calls and skinned animations. Other than that, most of it was hitching lag, which was driven by shader cache, memory, AI, and physics in that order.
Blasting 400 enemies off the screen at once in a 3D roguelite action game is a thrill. But what was it like to actually make that happen?
At UNITE Seoul 2026, Ember and Blade Technical Director Dohaeng Lee (@sonanDev) and Technical Artist Jinhee Lee shared everything they learned along the way.
The link is in the thread below. 👇
What are you waiting for? Go check it out!
It’s finally out! 🚀
It was an absolute honor to speak at Unite on the very stage where Unity 7 was announced!
Our TA and I got the chance to share our engineering and tech-art insights on building a premium Survivor-like game in Unity.
Huge thanks to everyone who attended! Check out the recap here:
https://t.co/ZSAooj8sZH
#Unite #UniteSeoul #Unity3D #Unity7 #GameDev #TechArt #SurvivorLike
Hey!! Track 1(13:50 to 14:10 KST), that's me! 🚀 I'll be sharing our practical optimization tips tomorrow. Hope to see you there! :)
#Unite26#Unity#GameDev
Not quite sure how this happened, but I’ll be giving a keynote at Unite Seoul 2026 tomorrow!
From 13:50 to 14:10 in Track 1 (Rooms 101–102), Technical Director Dohaeng Lee and Technical Artist Jinhee Lee will also present "Hundreds of Enemies, One Lightweight Build: Visuals and Optimization for a 3D Survivors-like in Ember and Blade."
Hope you’ll check it out!
We’ll share the presentation materials afterward.
https://t.co/IxfmBXG9du