Dev Blog
Here you’ll find musings on our game development journey. Including the troubles and triumphs of our current work; some thoughts on structure, engine, assets, and lessons learned; and maybe the odd essay about designs in other games we feel are particularly interesting.
Updated weekly (in theory).
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Happy New Year – 2026
Hello anybody! To the point: what the heck is going on with SQYD.studio? Good question. Here’s are some answers: BACKFIRE – A Worthy Detour We decided that it would be a good idea to port Joel’s first indy title BACKFIRE for a Steam release sometime before the summer. We thought it would only take a…
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BACKFIRE is Back!
Hello anyone! It is true. BACKFIRE is now (at long last) available on Steam. We are very proud of it. I think it shines as a game and as a PC port, but man did it ever take a minute. Let me back up for a second and set the scene. What Happened? Joel first…
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At Our Pace – SQYD.studio is a Hobby Again
When we started SQYD.studio we had plans to treat is seriously as a business. There’s this romantic ideal version of capitalism that I’m fond of. Where companies compete to make the best product they can and sell it at a fair market price. I wanted to do that too. I wanted to make the best…
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NextFest Again – Chilling with Some Demos
Hello everyone! It’s been a bit, but I’m back and blogging again. Steam’s summer NextFest happened this week. We’ve got our BACKFIRE Demo out in the wild. Go give it a play if you haven’t already. I think it’s pretty good. We haven’t done nearly as much promotion for BACKFIRE as we did for WOFG!…
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Oh No! I’ve Made more Progress on my Side Projects than my Main Ones
Hello anyone! Oh no! I didn’t post a dev blog for two whole weeks. Sue me*. I’ve been trying to follow that advice: “you should avoid skipping a habit your trying to form twice in a row.” I’m just going to move the goalpost and pretend the advice is “don’t miss a habit three times…
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Refactoring Gobland 6 – How to Move a Gob
Hi anyone! One of the things I like about game development is that there are many ways to solve every problem. The challenge is that the only way to know what solution works is to implement it and see. Stay with me, I’ll try to explain. We are working on a new character controller for…
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