Throughput

@throughputgame.bsky.social

A hyper-abstract city sim where every entity pathfinds to the beat and the soundtrack pulses with your city. Zone, build, watch it breathe. Wishlist now on Steam -> https://store.steampowered.com/app/4535370/Throughput/ throughput.gg

every tile in my city sim carries an aura score built from additive terms: industry and traffic push it negative, waterfront and busy mixed-use streets push it positive. parks are the one multiplicative term: 1.5x whatever the net already is, radius 4. blight included. #gamedev #indiedev

New version of the Throughput demo is now available! (Go see the new water shaders, they're way cooler live!) Playtest is also kicking off, with limited slots! If you'd like to try out the blazing-fast native core, positive aura, or just hear some new music, please join the discord #indiegames

Throughput on Steam

A hyper-abstract city sim where every entity pathfinds to the beat and the soundtrack pulses with your city. Zone, build, watch it breathe.

store.steampowered.com

Running my own final playtests before the demo launches I have to say this game hits the flow state I was aiming for, but it's different than the classic citybuilders were. It is intense in a way I've never felt before, personally. Excited for you all to get to play tomorrow #gamedev

As game designers, we need to actively hunt and squash degenerate strategies, just like engineers do with bugs. It's one thing to think a degenerate strategy doesn't exist, it's another thing entirely to prove that it doesn't. #gamedev

Some Conditions of Macroeconomic Instability

Tynan Sylvester points out in his O’Reilly book Designing Games that designers must be vigilant for the “degenerate strategy.” It's what exploit-hunting YouTubers are hunting for, and unlike a physics...

entanglement.games

I baked a Julia fractal as an overlay to represent negative aura (aka pollution). Interfaces that meet the player where they're operating can be still be visually stunning (If you turn the sound on you'll see it's beatmatched too) #gamedev

So grateful to everyone who playtested last night, got lots of good data from every interaction Some people it didn't click for but then for some people it was clear they could go for hours One thing was clear across both groups: I can, and should, keep turning up the volume #gamedev

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Continuing to be inspired by the graphical effect candy in Tempest--added a fullscreen distortion pulse as a reward for significantly increasing your Throughput Now this is an effect I will be keeping (p.s. sound on as always 😉) #gamedev

Experimented with additive blending today It creates glassy neon effects, but subverts how you normally expect to interpret 3D shapes. Conveys more information because you can see through buildings, but ultimately just too busy Y'all should still see it here though cuz it's neat #gamedev

just shipped a 141x performance improvement to pathfinding. 40ms/tick on a large fixture. your average website could never I want cities that fill maps without losing simulation detail. modern computers can absolutely do this, when it's the priority #gamedev

I feel really good about the decision yesterday to cut out money--with games like us, money is always annoying for maybe the first 10 minutes and then it grows exponentially and doesn't matter in the slightest. I'll find other ways to create pressure