Insert Coin
Welcome to the dev log. This is where I’ll post updates, maybe, ramble about design decisions, and occasionally share screenshots of things that are either working or spectacularly broken.
The Elevator Pitch
Top-down arcade roguelike. Spawners that won’t quit. Spells, swords, loot, and the constant threat of permadeath (if you like that sorta thing). Gauntlet’s chaos, Gateway to Apshai’s vibe, Diablo’s loot, soulslike action. Roguelike bones underneath.
The Stack
- Godot 4 for the engine
- Rust for the performance-critical bits (flow field pathfinding, mostly)
- GDScript for everything else
What’s Working
The bones are there: procedural dungeon generation, lighting and fog of war, a spell system with several cool spells, procedurally generated weapons, a souls-like equipment selector, pathfinding that doesn’t completely embarrass itself. The roadmap is long, but the foundation is solid.
What’s Missing
Real progression: every floor plays the same right now. More spells. Custom art (currently a mix of free assets, purchased packs, and AI-generated placeholder stuff). Consistency. You know, the hard parts.
Follow Along
I stream the game playing itself sometimes on Twitch. Drop by if you want to watch an AI argue with itself in real time.
More updates coming as things take shape.