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  1. Socketing Signs

    A fair few people have tried the 'Signcrafting' (gun/ability upgrading mechanic) now, and they love the powerful guns they can make - once they "get" how it works.

  2. It has been a hot minute since my last update, hasn't it?

  3. Signs of Danger has both online and local co-op.

  4. Signcrafting and Skill Trees

    Most roguelites let you collect items to make overpowered builds, based on characters with some starting skills.

  5. What a Weekend

    Woah, what a weekend.

  6. Announcing Signs of Danger

    Huge news: today my game officially has a name, and a Steam page.

  7. A Custom Level Editor

    If you want a tile-based level-editor, there are at least three good options to choose from.

  8. Touching Screens

    This game is for PC but odds are that something like 70% of you are reading this on your phone.

  9. Blooming Hells

    "Blooming hells, has it really been 4 weeks since you heard from your friendly ghost falling sand dev?"

  10. Surviving MIGW

    I went to Melbourne International Games Week for the first time, and boy was it a lot.

  11. Lighting a Falling Sand Game

    Someone on the internet said this game was ugly, which brought a tiny lil tear to my eye.

  12. Texturing Terrain Tops

    All the terrain in this game is made of individually simulated "atoms" (pixels) - just like the water, acid, flammable gas, etc.

  13. Accidental Aimbot

    Some players were having a hard time aiming their guns at enemies.

  14. Simulating Cloth Capes

    For a while our player characters have been looking a bit, well, boring.

  15. Dropping In

    With abilities now being customized by collected perks, it wasn't fun to start over each time you died.

  16. Loot Chests

    Okay, look, I know loot boxes get a bad name from the (many) publishers that use lootboxes to encourage microtransactions that milk their players for every last cent.

  17. Ability Subroutines

    Last week's ability experiment was fun, but I had some concerns about it being too confusing.

  18. Spellcasting 3.0: Perks

    I wasn't happy with the current spellcasting system, so I tried something totally different.

  19. Three Shears

    This week's project hasn't quite come together yet, so let's talk about something totally different: rotating images.

  20. Legit Levels

    A year ago I added support to the game for loading levels, but since then I didn't actually.. make any levels, ya know?

  21. Atomic Reaction Sounds

    We have sounds for reactions between atoms now, so you can hear when the level catches on fire, or when acid corrodes - even though there may be hundreds of atoms reacting!

  22. Rolling Back Sound

    Ahh, rollback networking: you're wonderful, and I love you, but you make so many things even harder.

  23. Affecting Sound (with FMOD)

    No, that's not a typo - last week we were effecting sound, but this week we're affecting sound!

  24. Effecting Sound

    Toot toot!

  25. Timing Animations

    Last week I hinted that timing animations was a bit of a pain, but fear not!

  26. Back in Motion

    I'm back, and now only slightly sleep deprived!

  27. Baby Break

    Happy holidays!

  28. Networked multiplayer now works in the playable web demo!

  29. Bad Networks

    Last week I quipped that networked multiplayer should work on a dialup network connection.

  30. Networking Stats

    As of last week, network multiplayer worked in moment-to-moment gameplay, but still had sharp edges.

  31. Sorta Working Networking

    After a week of cleaning up last week's mess, networked multiplayer is starting to get into shape.

  32. A Networked Monster

    I implemented the most horribly hacked-up version of rollback-based networked multiplayer.

  33. Spraying Fluids

    I rewrote most of the atom movement and made it about 40% faster on my big test level.

  34. Circular Raycasting

    Improving performance of the atom simulation has been like pulling teeth: slow, painful, and not well suited to being featured in short videos paired with a couple hundred explanatory words.

  35. Nondeterminism And You

    I carefully made a surgical change that dramatically improved the performance of the entire game.

  36. Rollback Performance

    I simulated what game performance would be like in a rollback-networked online multiplayer world, and the answer was "Terrible".

  37. Shocking Developments

    I added a lightning spell so now you have a full(-ish) roster of spells to cast.

  38. Funding Found

    This week I've got some wild news to share: I've secured some funding!

  39. Creative Barriers

    Some weeks, it's hard to think of what to build next.

  40. Writing These Updates

    A surprisingly common question I get is "what are you using to send out those emails?".

  41. Mine Your Own Business

    Continuing on our spell extravaganza, you can now cast Mine spells.

  42. Building a Spellbar

    If a player summons two elements that merge into another element, but the player didn't see the merging happen... did the merging even happen?

  43. Rocking Shields

    Continuing from last week's elemental spellcasting, this week I added support for casting Rock spells and Shield spells.

  44. Elemental Spellcasting

    So far we have had spell casting based on a lookup table, and it worked but felt a little lackluster.

  45. Gesticulating Wildly

    I've been brainstorming how to make the spell system more customizable, and one of the ideas I had was to explore using gestures to cast spells.

  46. Flinging Powder Atoms

    Being new to game dev while also working solo is great fun.

  47. Barrels of Boom

    Finally, we have explosive barrels!

  48. Ladders and Shrooms

    Levels now have ladders.

  49. Fixing Flow Killers

    Facing family flu season in full force, I figured fiddling with flow was fitting.

  50. Big Bada Boom

    A core feature of Broforce is chaotic chain reactions, and this week our untitled wizarding game gains a bit of boom juice too!