Devlog - June 2026
Hello, and welcome back to another monthly devlog, this one covering what we’ve been up to throughout the month of May. In a month’s time, we’ll already be halfway through the year - kind of crazy to think about, huh? I moved house back at the end of January and it doesn’t feel like I’ve been living here for nearly half a year; it feels more like two or three months at most.
So, let’s address the elephant in the room: the big super special mysterious game which has been mentioned for several months now - hell, since late last year - still hasn’t been announced, despite my hints and promises. The reason is, unfortunately, the same as the reason I gave last month, namely that not all of the assets required are ready yet.
If I can be honest for a moment, this kind of sucks. I want to be able to talk about this game openly, to share ideas from it, and to get people hyped for the demo. I want things to be progressing at a faster pace, and to be seeing visible progress. Some days I feel like making this game might be a mistake, as I haven’t gotten to some of the more exciting parts of it, and so I’m not 100% certain what those will look like, or whether they’ll actually be enjoyable.
I like keeping momentum on projects, and so I feel like I’m a bit of a failure when I recall that when Artificial Nexus was this far into its development, it had less than a year to go until release. If I got all of the pending assets for this project tomorrow, and could release the demo the day afterwards, I doubt that I’d be able to release the full version within a year - the script for the main game hasn’t been written yet beyond plotting it out, and even if I had that, getting it into the game and refining and editing it will be a lot of work. To be frank, there’s still a lot to go on this project, and it feels very daunting.
Nevertheless, I’m trying not to let it get me down. Plenty of developers take multiple years to make games, and that’s just the way that it is. Game development is a complex process, and I need to remind myself sometimes that it’s not a sprint - it’s a marathon. There’s no prize for developing a game quickly, and if this comes out six months, a year, two years, or even later than I initially anticipated, so what? That just means that it got the time and attention that it needed, and that it wasn’t rushed unnecessarily.
In more positive news, just because things aren’t moving at full speed, that doesn’t mean that the game hasn’t had any progress! Some of the things that were done over this month were:
Several backgrounds were completed
Voice lines have almost all been recorded
Character sprites for the demo have been finished
Character designs for the full game have been worked on, with the majority of the remaining cast having their features and designs finalised
A lot of placeholder assets, features, and text in the development build have been updated or replaced
At this stage, I know better than to make any promises that I can’t be certain of, but nevertheless, things are still progressing, and that’s more than enough to be happy with.
Check in with us at the same time next month for whatever that update looks like - whether it’s a single dot point item, a big update, or anything in-between. As always, we’ve got the Discord or contact page for any questions or feedback that you might have, whether it’s about this devlog or something else. Peace!












