Devlog / Unobserved
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.
Why I am making Unobserved
I wanted to build a solo game that feels bigger than a first prototype. Unobserved is still at that stage: a space game with a clear core loop, strong atmosphere, and enough flexibility to pivot in many different directions as I keep building it.
I have always been passionate about space in general, and my friends and I have always loved space games. Titles like Starcraft, VGA Planets, Stellaris, and Armada 2526 helped shape the kind of experience I enjoy most: big maps, discovery, strategy, and the feeling that the galaxy is alive.
The idea is simple on paper: move through a hostile universe, reveal what is hidden, survive the enemies that push back, and slowly turn the map in your favor. The challenge is making every part of that loop feel readable, responsive, and satisfying even while the game is still finding its shape.
I have always been drawn to games like Brotato, Vampire Survivors, and Archero. They show that you do not need a giant world or AAA visuals to make something compelling. What really matters is the feel of the gameplay, the tension of the decisions, and the satisfaction of getting stronger run after run.
For me, the challenge is always balance. A good game has to feel fair, readable, and fun to play for a long time. If the systems are balanced well, the game can stay interesting even when the visual presentation is simple.
That is why I have never believed a good game is defined by AAA graphics alone. Art matters, but it is only one part of the experience. Mechanics, pacing, feedback, progression, and the way everything comes together are what really make a game memorable.
What I built in the first days
The first days were not about polish. They were about proving the game works as a game. I focused on the parts that make the loop real: moving through the universe, controlling the ship, interacting with planets, and making sure the world can react to the player.
- A full universe scene with camera control, zoom, and keyboard or mouse navigation.
- A ship that can move, turn, select targets, and use a first combat and movement setup.
- Planets with tiers, invasion cost, and mineral income so ownership actually matters.
- Enemy waves, rewards, experience, and early progression to make each session feel like progress.
- Fog of war, a level-up modal, and a debug HUD so the game can be tuned while it is still small.
- Custom shaders and effects for the ship, shield, explosions, and background atmosphere.
What matters to me right now
At this stage I am not trying to build everything at once. I care more about a strong spine than a long checklist. If the player can explore, understand the state of the world, and feel the game evolving under them, then the foundation is doing its job.
The next steps are content, balance, and making the experience more expressive. That means more enemies, more variety in how planets and items behave, better feedback, and more visual moments that make Unobserved feel like its own place instead of a generic prototype.
Why I am using Godot
Godot is the first game engine that has made me feel truly comfortable. The workflow, the UX, and the way the editor gets out of my way make it easy to focus on building instead of fighting the tools.
That matters to me a lot, because I want the engine to feel like a place where I can keep growing as a developer. If my games ever start making money, I would love to support Godot in the future as a way to give something back.
This blog will be where I keep the development notes that do not fit well in a changelog. If you want to follow the project, this is where the story will grow.
The feedback that keeps shaping the game
One of the reasons I enjoy building Unobserved is that I can show it to my kids and get feedback from them while the game is still changing. Their ideas are often practical, playful, and full of directions I would not have reached on my own.
A few of the ideas they have given me are already influencing the way I think about the next version of the game, and some of them may become real features if they fit the final direction.
- Quokas or small creatures on planets that the ship has to collect and transport back to the main base.
- A central base that can be built up and upgraded with defenses.
- Derelict ships that can be repaired and then join the player in coordinated attacks against enemies.
- Random pickups on screen, including health, ship upgrades, or other useful rewards, plus drifting astronauts that can also be rescued and carried to a planet.
- Different mineral sets on each planet, with mining unlocked inside green safe zones and a mineral bar at the top used to buy technologies from a tree.
- A wormhole technology that lets the player place portals across the galaxy and move between distant points quickly.
I like that this process stays open. The game can still move in many directions, and that flexibility is part of what makes the project exciting right now.
Thanks for reading my journey,
Hack the planet!
Arliax