I’m the developer behind Spin Tactics
Until now, I’ve mostly had my head down making the game rather than talking about it. There’s been a lot happening behind the scenes, and I think it’s time I started sharing more of it.
Quite a lot has changed since the demo first went up:
Companions level up. Duplicates are now absorbed into the Companion you already own instead of taking up space in your bag.
Portals and Chips. The hero you start a run with is something you build between runs, socket by socket.
Ascension. Beat the game and the difficulty keeps climbing. There’s no real end to it if you keep winning.
The Pulsar Wheel. You can enchant a Companion of your choosing, with bespoke effects written for most of the roster.
And a lot of visual work, from combo islands and booster pack openings to the way scoring lands on screen.
There’s also a new trailer and a completely rewritten store page to go along with all of it.
From here on, I want to start posting more regularly. Mostly short posts about things I’m working on or have already finished.
A Companion and the engine it enables.
A mechanic explained properly.
Something I’m working on that week.
Or just a part of the game that’s been finished for months but that nobody outside development has seen yet.
If you want to try Spin Tactics, the demo is free and gives you a complete run: three encounters followed by a boss. It uses the same Companion roster as the full game, so the things you build and discover in the demo are the real thing.
And if you enjoy it, wishlisting the game genuinely helps. It’s a big part of how Steam decides whether to show a small game like this to more people.
Thanks for reading, and thanks to everyone who has already played the demo, wishlisted the game, or followed along.
It means a lot <3