Development notes
The Arliax Devlog
A practical journal about indie game development: prototypes, design decisions, technical experiments, polish, and the lessons worth documenting along the way.
Unobserved: Planets and Beacons
Planets now have real visual identity, beacon deployment has more ceremony, and Explorer Beacons can carve smoother paths through fog of war.
Unobserved: The Nuke Artifact
A dedicated look at the Nuke artifact: how it deploys, moves, detonates, traces ownership, synchronizes across the network, and renders its mushroom-cloud shader.
Unobserved: Lasers, Shields, Artifacts, and Vortex Control
A combat-heavy update with new weapons, radar, shields, invisibility, active artifacts, vortex capture, drone formation work, and stronger testing tools.
Unobserved: Minimap, Level Ups, Items, and Multiplayer
A focused update on the tactical minimap, layered fog of war, homing missiles, vacuum pickups, level-up choices, shaders, and the first real multiplayer pass.
Why I'm Making Unobserved, and What I Built in the First Days
The thinking behind Unobserved, the first playable systems, and how a solo prototype started to find its shape.