
Triss release preparation, new Candy Pop towers, a playable Swift Uridium X, Paradroid and Dexter polish, and Gravitus beta progress.
Read the story ↗: October development update across the Concept Alpha games

The latest Paradroid work has been about making the ship easier to read and the decisions inside it more interesting. Since the previous development log, versions 0.9.5 and 0.9.6 have…
Read the story ↗: Paradroid 202x: sharper shots, smarter circuits

This week’s Paradroid work has been a reminder that the small things can make the biggest difference. A door that looks open should let you through. A settings menu should…
Read the story ↗: Paradroid 202x: clearer controls, cleaner circuits

A look at the native Swift project, blueprint terminals, droid artwork, and the practical work behind them.
Read the story ↗: Paradroid: a new look inside the ship

A proper front door for the Swift remake: mission instructions, lifetime statistics, credits, and a high scores board, with a compact menu shaped by a few visual experiments.
Read the story ↗: Paradroid 202x: welcome aboard

Most of my time at the moment has been dominated by life. My fiancée and I are planning to move so there has been a lot of upheaval and a…
Read the story ↗: I’m still here!

Apologies for the quote from Aliens (warning link has mature language)! So, over the last few weeks, I have been working on rationalizing the data tables in the game. When…
Read the story ↗: Game Over, Man!

Hello World! In this post, I will be talking about the weapons. No shoot em up is complete without them and Paradroid is no exception. For a game back in…
Read the story ↗: Pew

This is just a quick update to show some of the other screens that I class as console screens; these are the game start, intro, and the pre-transfer game screens.…
Read the story ↗: Console ++

In my previous post, I talked about the Minimap screen and the Lifts screen which are both parts of the console display within the game. The console screen also has a…
Read the story ↗: Console