Pinned Tweet
The steam page is finally up! I'm excited to announce that I've partnered with @micro_prose to publish the game. Checkout the trailer.

If you could wishlist and share the game that would mean the world to me. Thanks for all your support so far.

Steam page in the comments
154
553
3,497
202,487
Do you think this is an OK programmer art?
13
0
158
2,237
Replying to @mechabaron
@mechabaron looks sick
1
0
2
159
Added a new "simple" mech control scheme mode for beginners which helps control the legs and torso more like a FPS controller.
2
5
108
1,544
Replying to @apoc_dev
@apoc_dev Is that MARVIN VISIONS?
1
0
1
26
Replying to @___disciple___
@___disciple___ he knows kino when he sees it 🥹
0
0
1
31
I'm having a Molyneux moment. Instead of yellow paint to guide new players. Just point bro.
23
24
414
4,683
Apoc retweeted
reworked the factory UI
0
2
22
617
Really good idea, I've added support for events to allow manually selecting characters when it makes sense.
@apoc_dev Inspired by the Battletech event system for intervention? Can you please allow it to select any other pilot with relevant traits. used to drive me mad how I was limited to the selection the event gave me only. It had so much potential, be nice to see it realised in your game!
2
7
97
1,303
Replying to @apoc_dev
@apoc_dev This is so ftl what is your game called
1
0
1
37
Replying to @apoc_dev
@apoc_dev There was an interview recently on Sarna with one of the main developers of MechCommander and later Battletech. His answer to "What would you do for a new one?" was "More verbs". So more interactions in mission with environment etc. "Scan, bribe, repair"
1
0
1
23
Replying to @DrupalCoding
@DrupalCoding The goal 🙏
0
0
1
13
Apoc retweeted
The guards are still deaf for now, but it's an actual game! #ScreenshotSaturday
8
10
94
1,595
Who are we picking?
17
6
112
1,899
Apoc retweeted
🚨BREAKING NEWS 🚨

The demo for Clown Around has gotten more than 50 reviews granting it the extremely coveted Very Positive rating on Steam!
2
2
22
1,030
Tooltips can now be inspected, nested, locked and dragged now. Should help a lot with explaining systems and mechanics.
5
13
189
2,024
Modifiers UI done. Next adding Quirks ui and nested tooltips.
4
11
173
1,773
New attributes and skills UI.
11
30
447
4,792
Its nice being able to blend things into the terrain now, before I had to manually pick a color and it always was wrong for time of day.
4
6
194
2,072
Replying to @apoc_dev
@apoc_dev I don't see the difference... 😅
1
0
0
50
Replying to @sajbear666
@sajbear666 The bottom of the tree trunk gets the ground color on it as dust. Also blends so theres not a sharp edge on the floor.
1
0
3
35
Apoc retweeted
Don't lose track of the floating islands in the clouds
5
27
363
8,886
Gonna spam updates as I go through polishing/juicing stuff.

Trees now bend before snapping.
6
20
348
3,294
Gpu scattered props can now be destroyed, have health, and can block projectiles without needing colliders/gameobjects.
Also added heat/cooling for laser marks on the terrain and smoother painting.

Got most of my tooling done I can start building some new worlds to burn down.
6
16
272
2,902
Replying to @apoc_dev
@apoc_dev I can tell you're working pretty hard on this, based on how rapidly you're adding features. Does your project need a writer? I'd be happy to help you build out your settings, characters, conflicts, and lore. Either way, you're doing great work.
1
0
2
59
Replying to @Zesty_Time
@Zesty_Time Probably, but I've never worked with a writer so not sure what the process would be.
0
0
1
48