
This will be the last development update (at least until after the beta launches) as I’ve added the last of the remaining features planned for the beta and am hard at work swapping out all placeholder visuals with final assets. This work doesn’t make for very entertaining updates (this old rock is now a new rock!) and I’d like to keep any more additions as a surprise for players checking out the beta and early access release. I’ll still be posting snippets in the Discord server but won’t be writing up these formal updates as the time is better spent directly working on the game at this point now that the design is solid and there won't be new mechanics to share. With that out of the way, let’s get into all of the new stuff that’s been added over the last two months!


The majority of my time was spent figuring out the final look of the game. It's super important to define visual standards for each asset before making loads of them and realizing that their styles don't match. I'm really happy with the chunky, semi stylized visual language that I landed on and am finally swapping out all of the ugly placeholder meshes that have been visible for far too long!
Here's a look at some of the new assets which will set the tone for all future visual work! My goal was to ensure a clean read (as most of the time there is a lot going on with enemies and projectiles) while having an uplifting and vibrant color palette. It was important to find a nice balance of detail and clarity as well as just figuring out shapes and styles that complimented each other- it took a lot of iterations but I'm really happy with where it ended up.









