The devlog
Fortnightly notes on how our games get made — art, code, audio and the business of staying small.
Making a pixel-perfect camera for every screen size
From 720p handhelds to ultrawide monitors: how Lanternfall keeps every pixel square, every frame, without black bars.
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How we fit a whole city into 64 colours
Behind Lanternfall’s palette: the limits we set, the rules we broke and the one shade of teal that took three weeks.

Devlog #41: The worm AI finally fights back
Deep Shift’s tunnel worms now flank, retreat and hold grudges. Here is the 200-line state machine behind them.

Writing chiptune on a tape loop
Teo walks through the cassette-to-tracker workflow behind the Neon Courier soundtrack.

Our playtest numbers for Pocket Kingdoms
1,212 testers, 38,000 seasons survived and why we cut the dragon (for now).

Porting to Switch with three people
Memory budgets, docked vs handheld scaling and the frame-pacing bug that ate a weekend.

Studio diary: one year in the forge
Two launches, one early access, a new office cat and everything we learned about crunch-free scheduling.
Help us break our next game.
Join the playtest crew for early builds, Discord-only devstreams and your name in the credits.