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Devlog

  • Sqowopz // cutting deeper

    Sqowopz // cutting deeper

    RubbleVox got a GDExtension and loads instantly now. Rubble the project is gone. Overmass is stripped to a mech on a flat. The Red Faction Guerrilla with mechs pitch is officially the wrong target.

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  • Sqowopz // scope creep is real

    Sqowopz // scope creep is real

    AI made adding features cheap. That made deciding what the game is the only expensive part. BDL and Overmass are locked at scope; Overmass gets the polish from here.

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  • RubbleVox // out the door

    RubbleVox // out the door

    RubbleVox got the rewind layer ported from RubbleRewind, then walked off the in-development grid. It ships as RubbleVoxRewind on the released page, heavier than its sibling but done.

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  • RubbleRewind // do it anyway

    RubbleRewind // do it anyway

    Rubble's instant refresh had a one-frame seam. The AI said don't bother. I built RubbleRewind anyway: a snapshot-buffer rewind layer that ships as a tech demo and stays out of the actual game.

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  • Overmass // stage tweak

    Overmass // stage tweak

    Stage 1 reskinned from city to desert. Stage 2 picked up a jungle. Why the swap, what it changes for combat, and what is broken about both.

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  • RubbleVox // voxels were supposed to be faster

    RubbleVox // voxels were supposed to be faster

    Rubble's pre-destruction logic mirrored to RubbleVox in under an hour. Then asked AI why Teardown's voxels look unique. Answer: custom C++ engine by Tuxedo Labs in Malmo, architectural work no LLM can shortcut. First hard ceiling on the purely-prompted approach.

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  • Rubble // pre-destroyed is a state

    Rubble // pre-destroyed is a state

    Pre-destruction state for buildings, baked into the voronoi pass. Tweaked in Rubble, mirrored to Overmass without a separate brief. Wave one no longer looks like move-in day.

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