From the desk
Blog.
Combat feel, shaders, the shape of a shop upgrade, why something is hard. Written by the people building it.
Showing 3 of 3 posts
- Michael
Light and shadow, in one fight
Our combat inverts at night. Here's what that actually means inside one minute of play, told in the order it happens.
5 min readRead - Michael
What HAWKER is, in plain language
The pitch I give my mum, my friends, and the bloke at the local who asks what we're working on. No marketing voice. No genre fog.
4 min readRead - Michael
Why thirty days
On the design choice that almost killed the project, why we kept it, and what a clock does to a roguelite that permadeath doesn't.
6 min readRead