geouug

@geouug.com

✨ Glyphscape is on Steam ✨ https://store.steampowered.com/app/3103690/Glyphscape/ Update 1.2 In Progress: - UI Overhaul - Enemy Behavior Overhaul - Magic System Expansion Q4 2026 Smaller projects live on itch.io: https://geouug.itch.io

Looking for upsides of this slopworld we live in, and one I'm grateful for is how many more process photos I see. Granted it's for a twisted proof-of-humanity test that we now all have to take part in but hey I get like 75% more art out of every art.

Finally playing Noita for the first time. Good god. I'm 30 hours in and I think I'm approaching the start of the tutorial.

This is your daily reminder that if you dump all those steam trading cards that you don't care about at market rates, you'll have enough wallet funds for a few cheap indies by next week. It's like when your inventory is full but it's all 0.1kg items, except instead of over-encumbrance you get cash.

Still slogging through the last bits of the UI overhaul, which is now bleeding into "things I should have polished a long time ago". Hopefully will be wrapping up this week, but UI always takes longer than I expect.

It's a good thing I'm wearing every hat in this organization because idk how I would explain to my boss what the slice of the revenue chart labeled "trading card sales" means (it ain't Glyphscape trading cards tfs)

The monster behavior I added today is the state machine equivalent of a widescreen update. Really fun things coming. I'm gonna need a bestiary.

Taking yet another pass at the UI for spell crafting. Now that I've got twice as much screen real estate I SHOULD be able to make something a bit more intuitive this time.

Every 6 months or so I make 1 small change and Glyphscape gets substantially better. Going from 1:1 to 2:1 is one of those. It's so pretty.

Started the process of localization for Glyphscape (waaay too late, obviously) and I have absolutely no estimates on when that'll be done. Still need to figure out the "I don't speak Japanese" problem.

Well, the 1.2 update was supposed to be mostly non-UI things for my sanity, but instead I kicked off an overhaul of literally every menu. Worth it I hope

Did one final pass on the rendering so that I can support a full 128x64 view. The old square view allowed for 64x64 so I wanted to preserve that level of zoom. Zones are only 128x128, so at this zoom the camera only pans up and down.

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"Having a demo actually results in fewer wishlist conversions" should not be surprising. The demo exists for the players who actually DON'T want your game, but don't know it yet.

Whenever I get overwhelmed with the state of the world, I remember that it would have been a pretty cool setting for a near-future dystopia 15 years ago when I was really into near-future dystopias.

Preparations for a double-wide display layout for Glyphscape have proven fruitful. I'm so optimized on the display that there's barely a noticeable fps hit from doubling the rendered area. (Very rough because I'm just dragging UI elements around in Unity)

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