#celestialrift
Some work on the resource system (note apple icons, etc.)

Since it is for (NPC) societies (not individuals) resources are treated as dynamic abstract things rather than physical items.

#indiedev #solodev #gamedev #CelestialRift #buildings #settlement #resources #simulation #roguelite #fantasy
April 8, 2026 at 2:19 PM
Set up some proper materials for the npc's buildings and made them fully recolourable. :)

#indiedev #solodev #gamedev #CelestialRift #building #masks #coloring #shaders #settlement #naga #jotun #simulation #roguelite #fantasy
April 6, 2026 at 2:27 PM
Some little debug-tests with the old building system. :)

Also made movement animations nicer, and made it fade the squad-representation to the leader when zooming in and out.

#indiedev #solodev #gamedev #CelestialRift #building #settlement #hex #pathing #naga #jotun #simulation #roguelite #fantasy
March 27, 2026 at 10:20 AM
Added some selection behaviour. I think it working pretty acceptably. :)

Also fixed the "stutter" when they change direction suddenly, made the player ignore "traffic" and other stuff to make it run nicer.

#indiedev #solodev #gamedev #CelestialRift #combat #pathfinding #selection #gameai #fantasy
January 12, 2026 at 12:10 PM
Humble beginnings of the combat system...

I accidentally created some kind of terrible bar brawl.

You could almost be fooled into thinking I did this intentionally. :'D

#indiedev #solodev #gamedev #CelestialRift #combat #pathfinding #gameai #fantasy #FatTooManyDebugSymbols #OwMyEyes
January 8, 2026 at 4:39 PM
After many hours of messing around...

Managed to get the tiles to blend a bit more nicely and take elevation into account (mountains bleed into the forest, beach into ocean, etc.).

#indiedev #solodev #gamedev #CelestialRift #terrain #hexagons #shader #worldmap #roguelite #fantasy
June 4, 2026 at 7:32 AM
Rewrote the atlas & tile shaders completely making them render correctly (and in line with character graphics.

Also made it possible to add custom tiles via mods.

Among a lot of other stuff.

#indiedev #solodev #gamedev #CelestialRift #terrain #hexagons #shader #worldmap #roguelite #fantasy
June 7, 2026 at 2:58 PM
Took a break from the pathfinding and drew up a new dress.

That somehow took me the entire day because I was never quite happy with the various revisions.

It is... okay now, imo.

#indiedev #solodev #gamedev #CelestialRift #dress #characterart #art #medieval etc. etc.
December 18, 2025 at 7:13 PM
Working on a test scenario. Spawn near friendly faction settlement, then bandits start spawning.

Very Scenario 101. ^_^;;

Was awhile since I posted. It is because I've mostly been doing code improvements/framework stuff.

#indiedev #solodev #gamedev #CelestialRift #scenario #ui #roguelite #fantasy
March 9, 2026 at 12:13 PM
Been working on wiring together a UI system.

I wanted to avoid repeating work so the windows, events, etc. heavily leverage custom C# stuff.

Art & everything is VERY placeholder ofc. :D

#indiedev #solodev #gamedev #CelestialRift #ui #settlement #hud #inventory #simulation #roguelite #fantasy
May 1, 2026 at 10:32 AM
UI for body parts, traits, stats, skills, etc. Starting to look like something, imo.

Otherwise I've mostly been working on combat/AI-events/states and stuff.

#indiedev #solodev #gamedev #CelestialRift #ui #settlement #hud #inventory #traits #stats #skills #bodyparts #simulation #roguelite #fantasy
May 18, 2026 at 5:20 PM
Factions spawning into the world properly!

The wood print below is old. Players/squads use that stuff, but faction themselves track economy instead. E.g. burn down their lumberyard and things may fall into disrepair.

#Indiedev #solodev #gamedev #CelestialRift #Factions #GameAI #Fantasy
November 22, 2025 at 12:40 PM
Combat!

Also...

"Poise" and Health Bars!

The health % is an estimate since it simulates body parts. That system is a bit inspired by EON/NeoTech & GURPS.

(Movement events are a bit broken, I'll fix that later). ^_^;;

#indiedev #solodev #gamedev #CelestialRift #ui #combat#hud #roguelite #fantasy
May 26, 2026 at 2:48 PM
Working placeholder animations, smarter AI, etc. Feels like it is moving forward quite well now.

Just hours ago I came up with a "traffic" system to avoid them clustering too much.

#indiedev #solodev #gamedev #CelestialRift #combat #pathfinding #gameai #fantasy
January 10, 2026 at 3:54 PM
Started messing around with getting the NPC-AI to build bases and collection resources. Currently quite buggy, but it is progressing nicely :)

#gamedev #indiedev #CelestialRift #building #gameAI #no-no-no-not-THAT-kind-of-ai #solodev #godot #indiegames #gameart #digitalart #norse #jotun #worldmap
May 25, 2025 at 9:16 PM
Working on pathfinding today. Got a Flu, and apparently thought that was the best thing to be doing while having a fever. :'D

It is starting to get pretty decent, I think. I'll tackle combat when I'm a bit better.

#indiedev #solodev #gamedev #CelestialRift #fantasy #pathfinding #openworld #sandbox
January 5, 2026 at 8:22 PM
Here is an early WIP showing some visual parts of the world-level stuff from yesterday.

I'll hopefully have something more impressive to show soon. :)

#Indiedev #solodev #gamedev #CelestialRift#GameAI #Fantasy #mapgeneration #fogofwar #hexagon #tilemap #map #overworld #worldmap
November 27, 2025 at 9:46 PM
Smoother movement!

And by that I mean they don't just teleport around anymore. :D

Technically they still just occupy one tile/subtile at a time, but visually speaking it is displayed in a nicer way now.

#solodev #indiedev #gamedev #gameai #pathfinding #movement #celestialrift #sim #adventure #rpg
December 16, 2025 at 11:51 PM
Was busy being sick. Did mess a bit of tinkering with the shaders, renderings, scaling, json editing,...

I think the colors look a bit cleaner now, and the outline less gritty. Hope it is noticable.

More gameplay next! :)

#gamedev #indiedev #CelestialRift #solodev #godot #shaders #art #digitalArt
June 13, 2025 at 10:36 PM
Okay, hextile-shader.final.final.this_time_for_sure_probably_2

Pretty happy about how it looks now. :D

Last 2 images is how it looked before I started all this.

#indiedev #solodev #gamedev #CelestialRift #terrain #hexagons #shader #worldmap #roguelite #fantasy
June 4, 2026 at 1:04 PM
Reworked the fog of war!

And a bunch of other tile system stuff which I can hopefully show off here later.

For example, I've now got several "layers" to the world.

#Indiedev #solodev #gamedev #CelestialRift#GameAI #Fantasy #mapgeneration #fogofwar #hexagon #tilemap #map #overworld #worldmap
November 27, 2025 at 9:44 PM
Heck yeah! managed to get the hexagons to align and behave.

I should be able to do pathfinding and everything on whichever layer, so different sized fighters, boats, floating cities, whatever. It should all be possible

#hexagon #tiles #indiedev #solodev #CelestialRift #Worldmap #grid #terrain #map
December 2, 2025 at 4:37 PM
After much battling to better my code I've managed to get squad members to run around chasing their squad position (shown as an oversized character atm.)

Combat is slowly getting closer.

#indiedev #solodev #gamedev #worldmap #simulation #pathfinding #gameai #CelestialRift #Fantasy #worldmap #hex
December 10, 2025 at 6:37 PM
I maybe have an an excess of mice.

Or maybe not enough? Unleash the vermintide™!

Currently setting up faction and culture generation. The mouse units are very...

Affordable.

Hm... Perhaps I should commit to this?

#IndieDev #SoloDev #Godot #CelestialRift #Mousepeople #jotun #naga
November 18, 2025 at 11:34 AM