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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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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Refactoring Gobland 5 – On Finding The Ground
Hello anyone! I ‘m back and blogging. It was a big week for our new goblin controller- we’ve started filling up the animator and re-implemented jumping and air control with much simplified calculations. Lots of setting to tweak and some behavior logic to iron out but I’m optimistic. It’s on the right track. So I…
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