Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Magnet AgentNewsMagnet Agent Dev Log #3
Community

Magnet Agent Dev Log #3

Magnet Agent · published 5 Mar 2026, 14:00 UTC

All newsPlayers around this dateRead on Steam

The art style of Magnet Agent was inspired by a platform adventure game I absolutely love — Pikuniku (10/10,highly recommended).

It’s extremely minimal, yet incredibly lively.

Clean visuals, playful shapes, and full of comedic tension.

At the time, I thought:

“This style would be PERFECT for a ridiculous, absurd comedy game like Magnet Agent.”

Hehehe… (villainous scheming laughter)

And then I fell straight into the pit.

1. The War of Colors

Magnetism is the core mechanic of this game.

Since it’s all about opposing poles, I immediately chose red and blue as the main colors — the most intuitive representation of magnetic polarity.

But that was only the beginning of the real challenge.

Once the screen fills up with different elements, how do you make sure red and blue always maintain the highest visual priority?

The background can’t steal attention.

The UI can’t interfere.

Decorations can’t blur the focus.

Every color adjustment becomes a trade-off.

This is the cruel truth of minimalism:

Too many colors? It’s chaos.

Too few colors? It’s boring.

2. Simple… But Not Simple

“Isn’t this style supposed to be simple?”

Yes. And no.

Without outlines, every object must rely entirely on:

  • Color contrast

  • Shape language

  • Visual hierarchy

  • Rhythm and composition

The simpler the shapes, the less room for mistakes.

The cleaner the colors, the less tolerance for error.

This kind of “simple but not simple” design actually demands more refinement than complex art styles.

3. Backgrounds: My Greatest Enemy

To be honest —

I’m really bad at drawing backgrounds.

Environment design became the most torturous part of the entire project. I’ve tested countless versions.

Redrawn, adjusted, scrapped, and redrawn again. And I still feel like there’s so much room to improve.

Sometimes I doubt myself. But every iteration is at least slightly better than the last one.

(Yes… slightly. Just a tiny bit.)

Maybe that’s the romance of being an indie developer.

4. The Reality of Being a Solo Artist

I’m the only artist on the team.

Characters, UI, environments, effects, asset integration —

everything goes through me. It’s a long-term battle of stamina and mental energy. But because of that, the game’s visual language stays consistent. Pain and satisfaction always arrive together.

Closing Thoughts

Despite all the struggles,

we’ve survived the chaotic early phase.

The project is steadily moving forward.

Thank you to my boss, Bridge —

I promise I’ll finally learn how to properly set UI anchors.

And thank you to my teammates for supporting me,

and for tolerating my occasional meeting breakdowns and incomprehensible noises.

I hope this game can be completed successfully.

And I hope one day, players will be able to see our persistence reflected in every frame.

—

Artist,

Lulu Bear

More from Magnet Agent

Other announcements

All news
Community4 Jun 2026Magnet Agent Dev Log #4 - Playtest Feedback and Future ImprovementsMagnet Agent: Playtest Feedback & Future Improvements As this round of playtesting is coming to an end, we'd like to share some of the feedback we've received so far and the direction we're taking for future updates. On May 22nd, we had the privilege of showcasing our game at the Indie Game Only event, and we are so happy we were able to allow players to test our game. We'd like to thank everyo…Community9 Apr 2026Magnet Agent Dev Log #3 - Chapter 2: The Grand GalaChapter Two: Sneaking Around the Grand Gala In Chapter 2, we expanded upon the existing mechanics by introducing stealth elements . Players must carefully plan their routes to avoid enemy line of sight or be defeated. The gameplay in this chapter is heavily inspired by stealth games such as Assassin’s Creed , Metal Gear , and Mark of the Ninja . In particular, Mark of the Ninja provided many va…Community5 Mar 2026Magnet Agent Dev Log #2At the very beginning of development, Magnet Agent retained a strong Game Jam spirit: simple and fun. At that time, we didn’t have a complete framework for the game—we just wanted to create a light, casual experience with five or six levels. This mindset gave birth to the core items in the first two chapters: magnets and converters. Back then, magnets only exerted force in the vertical directio…