This is a blog. All craftsmanship is of the highest quality. The item is decorated with images and text. The image relates to the irrelevant musings of a game developer in the year 2026.
Project announcement: "The House of Wisdom" (working title)
"The Grand Library has fallen. Centuries of accumulated knowledge, lost overnight. Seek the old city, learn its language and its history, and uncover the truth before it's lost forever..."
A few weeks ago I found the motivation to start work on one of my Big Projects: a language puzzle game inspired by Chants of Sennaar, Epigraph, and more recent games like The Archives of Trevosa.
I have a few design docs already, and I assembled a simple prototype in Godot to get a feel for the mechanics (which may or may not have also been an excuse to use one of my custom Arcali fonts), but most of the work required will be in writing and puzzle design, so the final product is still a ways off. Stay tuned!
So like five years ago when I made a bespoke pixel art deck for That Solitaire Game I Made One Time it put me in a mood. I made a couple other decks using the same style and color palette: a classic 52-card deck and a set of Mahjong tiles. I also started a tarot deck around the same time, but never finished it. Recently the same mood struck me so I finally went back, rebuilt the whole thing in Aseprite, and finished the rest of the court cards and major arcana.
It's nice to have small projects like this when I'm having trouble focusing on the big-picture stuff.
If you're already missing the spring blossoms, fear not--our thriving garden home has you covered! The dream island of Mapleton has been updated to keep those pink petals flying through the air. We've also made a few tweaks around the island and hid a few more surprises across every garden space. Can you find them all?
🌸 Visit Mapleton in your dreams at DA-8785-3019-9495 🌸
It's fitting that a game about islands comes to me in waves. I set it down for a while, come back when there's a big update, and suddenly remember that there's so much to do. Always another castle to build, and always more blocks to build it with.
Steam Next Fest, winter 2026. It came at the right time: in between projects, in between games from my backlog, in between sports to watch ever since the Olympics wrapped up.
This go around I mostly focused on games already on my wishlist or at least on my radar, though I did go trawling through the Steam listings to add a few more that caught my eye. Further comments under the cut.
Poly Bricks, a freeform Lego-esque model builder from the developer of Poly Bridge. I like the concept, but at times it felt a little finicky to control and get all the pieces placed just right, and it might get a little tedious to build a large model with hundreds of pieces. Maybe it's just not for me. I'll stick with physical Lego sets for now.
Factory 95, an automation puzzle game about "building" Powerpoint slides. Fun concept, nails the aesthetic, and has some interesting restrictions to work around as the puzzles get more and more complex. Having played similar programming games, my only concerns so far are that the UI has room for improvement (a few more keyboard shortcuts would work wonders) and the later puzzles might get more repetitive rather than more engaging. I'm willing to see how it plays out, though.
More puzzle games I liked: Colorbound is a charming little puzzle-platformer that gets decent mileage out of its core gimmick. Trifoil and Bento Blocks both satisfy that "seek patterns on a grid" part of my brain quite nicely (drawing lines and arranging blocks, respectively). Cloudscrapers too, but from a different angle: a simple strategy game about building a tall tower with ever-cycling patterns and objectives to let you build higher; of the games I sampled this time around, this was one of the highlights.
My favorite of the lot, though, was ShantyTown. It's a builder game à la Cloud Gardens or ISLANDERS, but with an emphasis on stacking buildings together and creating improvised, colorful, densely packed urban spaces. It's a very striking aesthetic that I've always had a fondness for, and this hits a good balance between building spaces that are functional and visually appealing. Definitely looking forward to the full game.
I'm also looking forward to The Wide Open Sky is Running out of Catfish, an eclectic photography game. "What if sea creatures but flying" is another aesthetic I always admire (see also, Sky: Children of the Light), and this game blends it into a rather unique setting: casual witchcraft, old computers and online chatrooms, and giant talking catfish, to name a few. Toss in a low-res visual style, a chill gameplay loop, and a surprisingly bittersweet narrative, and you've got a recipe for something memorable.
I could say the same for Burden Street Station, with maybe a few caveats. As far as abstract point-and-click narratives go, the art is good and setting and characters are compelling. Gameplay-wise I'm still on the fence; I like the core mechanic in concept (accumulating different personas with different dialogue options), but in practice it feels underutilized and doesn't give you much room to experiment. It's got a lot of potential, though, and I hope the full game can live up to it.
Feline Forensics and the Meowseum Mystery seems alright, but the demo was very short and had a pretty basic puzzle, so I don't think I got enough of it to pass judgement. My one complaint was, once again, the interface: controller only or keyboard only, in a game that feels like it was made for a mouse pointer.
One of the few games that left me with more complaints than compliments was Akatori. It has the bones of a competent 2D 'vania and a good mix of pixel art visuals, but the gameplay just didn't land. The movement and combat both felt kinda floaty and inconsistent. A couple of interesting ideas, but it doesn't come together.
I've never actually played any of the Tony Hawk games or Jet Set Radio or their contemporaries, and that puts me at a disadvantage with Denshattack!, which blends that sort of skating and trick-jumping with more on-rails challenges and flashy arcade spectacle. If you have the dexterity for it, the controls are smooth, the level design seems solid, and the premise and presentation of doing sick flips with a literal subway train was enough to sell me on the idea from the day it was announced. Maybe this one's not for me either, but if you are into this sort of game, you'll have an absolute blast.
This year didn't have much going for it. "Could've been worse" is little comfort these days. I'd say I kept myself busy, but honestly, not really? I worked on some small projects, but everything mostly just sort of… existed this year. Here are some specific things that existed this year.
(2024 ⇐ 2025)
Monument Valley
Another year, another assortment of puzzle games, narrative games, and general miscellany. Games I could chip away at a few levels at a time when I had a spare moment, or games I could run through in a session or two but linger in my mind long after. Somewhere in the overlap between all those categories was Monument Valley (the first two games, and the third whenever I get around to it), one of those perfect little experiences that seems tailor-made for my tastes in particular: neat puzzles about navigating vibrant Escher landscapes. Still holds up today, over a decade since the first game was released.
(Honorable mentions, puzzle: River Towns, LOK Digital, Strange Jigsaws, CIPHER ZERO, Leap Year, Proverbs)
(Honorable mentions, narrative: Frogsong, Welcome to Elk)
(Honorable mentions, miscellaneous: A Solitaire Mystery, ENA: Dream BBQ, Elephantasy: Flipside)
LUMINES Remastered
"Puzzle game" sure does encompass a lot of subgenres, huh. As far as arcade puzzlers go, there are a lot of different ways to do falling blocks, and Lumines has always sort of felt like its own little corner (but not an isolated corner, given the likes of Tetris Effect and Lumines Arise). Having now played it, I can say it's well earned: simple mechanics with a lot of depth and challenge, wrapped in excellent sound and visuals. And the truest sign of a good falling blocks puzzle, the patterns lodge themselves in my head and I keep thinking about ways to fit them together long after I stop playing. Squares upon squares upon squares.
The Legend of Zelda: Echoes of Wisdom
My sister got me this one as a gift, and we had a good time with it. It's a fun twist on the old-school Zelda format; still has the exploration and dungeon crawling, but with a completely different and much larger set of tools. It's fun to play around and find different useful summons for different scenarios.
Or just, like, set everything on fire. That works too.
ABI-DOS / Last Call BBS
I went back to the well of programming games this year: I picked up the other half of the Zachtronics collection, and played through TIS-100, SHENZHEN I/O, and Last Call BBS (I'll get to EXAPUNKS sooner or later, and now Kaizen as well). As far as programming games go, the closer they become to being Actually Just Code the more they need to do to keep my interest, but TIS and SHENZHEN have some a good variety of constraints and challenges to work around. Last Call BBS goes in a different direction, being a collection of smaller games that opt for breadth over depth — a bit of programming, a bit of solitaire, some puzzles, even a nifty little model kit builder. All three titles present themselves as period pieces about tech culture ('80s, near future, and '90s respectively), tying them all together nicely. Looking forward to what Coincidence puts out in the future.
That's not to say they're the only ones out there, though. Earlier in the year I also tried out ABI-DOS, which quickly climbed up the ranks of my favorite Zachlikes. It hit all the right notes, with a mechanical complexity that keeps building upon itself and an extra layer of optimization challenges. The best kind of programming challenge, one that makes you spend hours puzzling out a single level, but also makes you want to come back and keep doing that over and over.
Trailmakers
I've seen a few people play this game over the years, and it always seemed like a fun time. One Steam sale later, and hey wait where did the last three weeks go. It's a fun vehicle builder and physics sandbox, though some parts were more intuitive than others (I could build decently functional cars and boats and submarines, but never really did figure out airplanes…) I played through both campaigns in the base game to completion, though it feels like I only really scratched the surface: there's still co-op, DLC, and generally tinkering around in the sandbox to build more efficient machines and/or overengineered contraptions. Things to revisit in the future.
The Wandering Village
…Though with all the games coming out, I'm always playing catch-up. I got a backer key for this one when it launched in early access, but I've had enough on my backlog that I could wait patiently for this one to reach 1.0. Worth the wait, I think. A nice city builder with an interesting premise and aesthetic, and a campaign that's just about right, not too short but not too challenging.
Onbu is a friend.
Root
Going into 2025, I decided I would force myself to socialize a little more. Progress has been… slow but steady. I found a local group that runs a weekly board game night and have been making an effort to attend (semi-)regularly, and it's been one of the few bright spots for me in an otherwise grey year. I don't have the social battery for it often, but when I do it's a good time, and a good excuse to try out a game I've never played before.
Root is on the list both as a representative of all the board games I tried this year, and because it's a fascinating game in its own right. I had a chance to play the tabletop version a couple times (but only a couple times, hard to organize a group for it unfortunately) and quickly developed an interest both aesthetically and mechanically; eventually I picked up the digital version so I could understand it more on my own time. There's some neat things going on here, and it's sparked some inspiration for my own work that I'd like to carry forward into the coming year.
(Runner-up: Betrayal at House on the Hill)
Peggle
This has been a weird year for picking up old hobbies. I found a reason to start playing board games again. Card games too; I've been playing Eternal more often. I recovered my old Neopets account and have been following through on some old goals I left unfinished. And somewhere between those I replayed Peggle Deluxe (and Peggle Nights), which I hadn't touched since before I even had a Steam account. For one reason or another (overlapping reasons, sometimes) I was drawn back to all of them this year. Nostalgia is funny like that.
Nuclear Throne
For all the games I played back in the day, there are just as many I could've played but never got around to. I reached deep into the backlog for this one; picked it up in a bundle ages ago but never played it, and the recent anniversary update was as good an excuse as any. It's fun, but it's probably the most challenging game I picked out this year. Even winning a single run was an ordeal. I mostly don't regret it, though, and I'll have to keep trawling my backlog for more in the coming year. Some of these games have waited long enough.
NAIAD
One more I've been wanting to play for a while. It's… something special. Slow, meandering, and beautiful. A lovely little ecosystem to explore and see how all the little pieces of flora and fauna interact, and collect little fragments of music and poetry. Every chapter I want to look at it and listen to it just as much as I want to play it. File NAIAD right next to TOEM under "games that make me a little happier when I think about them".
I like to start or end the year with something nice. I think this will do just fine.
Making good on a concept I've had kicking around all year, since I created a math system for Sanim: the languages of Sata exist on their own family tree, and I wanted to create a bespoke math system that could be shared between them as a finishing touch.
The Satale (/sa.'ta.li/) numerals are base 20 with sub-base 5, inspired by real-world systems like Kaktovik, Maya, and Roman fractions, as well as some unused elements from my old drafts. Also included is a tally system and some basic notation that predates Satale in-setting, to add a bit of history:
"Among their achievements in the sciences and the aetherial arts, the scholars of Sata also noted for their advancements in mathematics, in particular geometry and trigonometry.
As Sanim-derived languages and numbers were spread along the continent by settlers, some overlap was inevitable, though there is evidence that cross-pollination was occurring even before the colonial era. Multiple hybrid systems exist, and are often used interchangeably. All attempts to enforce a standardized system thus far have failed — whether or not you consider this a positive likely depends on your heritage and profession."
The languages I made for that old worldbuilding project were always intended to have a shared history, and this recent rework has given me an excuse to piece more of it together, including finally replacing some old placeholder names: the setting as a whole is now the continent of Sata (or Saton or Satu, depending on the region or language), and the "Arcane" language has been dubbed Arcali. I'll probably keep "Arcadia" around as an exonym or somesuch.
"The earliest known history of Sata describes a schism between, and subsequent migrations of, the 'forest people' (satonto, for whom the region and eventually the continent as a whole would be named) and the 'sea people' (desonto). Over time, Satonto writing would develop into Satale, which would itself split into High Satale and Low Satale. The former was favored in the northern highlands (Ontaele), while the latter spread along the coast southward (Devera) and westward (Arcali).
Remnants of Desonto writing have been recorded, alongside a direct descendant now referred to as Desvan. Over time, these fell out of use and were displaced by Satale and its successors. Later on, Sanim writing would be imported from overseas during a time of colonial expansion, and still sees widespread use in the region."