Insane Logic (@InsaneLogicGame) header
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Creating Insane Games and Experiences in Minecraft, Roblox and more. Join us: https://xitter.cf/t.co/espUDCPmwq Official Minecraft Marketplace Partners.

Joined December 2022
Photo by Insane Logic (@InsaneLogicGame)Photo by Insane Logic (@InsaneLogicGame)Photo by Insane Logic (@InsaneLogicGame)Photo by Insane Logic (@InsaneLogicGame)Photo by Insane Logic (@InsaneLogicGame)Photo by Insane Logic (@InsaneLogicGame)Photo by Insane Logic (@InsaneLogicGame)Photo by Insane Logic (@InsaneLogicGame)Photo by Insane Logic (@InsaneLogicGame)
Hello @Minecraft community. We are Insane Logic, we have been creating #minecraft games for the last few years, and now it's the time that we share our creations here too. Join our discord community to see what's coming: discord.insanelogic.net #minecraft建築コミュ #Blockbench
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Beacon Crab - concept art🦀✨ #Minecraft #minecraftart #conceptart
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The Grizzly bear🐻🌲🏔️ For @ForgeLabs video about survival in Alaska: youtube.com/watch?v=jccqEa0Q…
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A few more Fennecs!🦊🌵🧙 Here are some additional details about their fraction.
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Fennecs🦊🌵 This Mobs from an unreleased project, are fluffy desert creatures that appear as innocent traders by day and turn into bandits at night. If they kill a player, they loot their items and sell them back during the day.
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They've been hiding a long time. Archie's Dinos. Soon.
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The cart in my game doesn’t like water that much
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We’ve been thinking about creating a launcher concept for the @OriginRealms server for quite some time now. The work isn’t finished yet, but we can already show you some of what we’ve done so far @OriginRealms @MMinearts #design #concept #ui #minecraft
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Conceptual Vision and Redesign of the Minecraft Launcher. The goal of this project is to reimagine the familiar design of the game launcher’s home screen. Concept create by @MMinearts All right reserved. @Minecraft #design #concept #web #ui #launcher
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🤸🏻‍♀️
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The Black Caiman🐊 From @ForgeLabs latest video: youtube.com/watch?v=yUX7zYyM…
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Minecraft Dungeons II is coming this year! Take on high-stakes encounters, thrilling challenges, and new locations in the Minecraft universe! Wishlist now on your platform!   #MinecraftLIVE  #DungeonsII
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✨ Happy New Year! ✨ Grateful for everyone who supported our journey this year - partners, creators, and our global community. Here’s to growth, creativity, and exciting collaborations ahead 🐾 #indiedev #gamedev #gamedeveloper #indiedeveloper #mobilegames
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🎁 New Year surprise! We’ve just released Simba Go: Idle RPG 🐱⚔️ An idle adventure where Simba fights, upgrades gear, and earns rewards, even while you’re offline. Now avaliable on Google Play and soon on AppStore! #gamedev #indiedev #gamedeveloper #indiegame
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🌍 Simba World: weekly dev update! 👕 Clothing store concepts, so we’re setting the base for style collections & monetization 🧭 HUD redesign with clearer flow between house management & character needs 🎒 Cart has now shared slots with a backpack #indiedev #gamedev #indiegame
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We are delivering on our promise and releasing Hytale into Early Access on January 13, 2026, with all the consequences that come with that decision. In just a few weeks, we merged roughly 300 branches, modernized a four-year-old code & asset base, scaled the team from 8 people to 50 core developers plus ~250 helping hands, tracked close to 1,000 bugs and fixed hundreds of them, added Mac and Linux support, and built an Exploration Mode that simply did not exist before. When we started the mission to save Hytale, we made a clear promise: Launch without any delays, at any cost. We are keeping that promise, even though it is a herculean task. In an alternate timeline, the most intelligent production decision would be to delay launch by 3-4 months, complete the obvious work in front of us, and avoid the overhead and distractions of maintaining a live product. The game would objectively be better on day one. That is not what we are doing. Moving this fast also comes with very real downsides, and you have already seen them. We make visible progress every week, sometimes so much that key community members work overtime to keep up with the news - but you have also seen us drop the ball. Some concrete examples: 1- Name reservations were intended to reward longtime fans. Still, we lacked sufficient time and information to verify the email list's integrity, and some longtime fans were missing from it. 2- The username generator produced unintended results, and our name filters failed to catch some unacceptable cases. 3- The payment system continues to report issues. 4- Communication regarding avatar customization, Steam release, modding, and pricing was insufficiently detailed, leading to misinterpretation or confusion. 5- Blog posts and technical write-ups have landed on an unpredictable schedule. 6- Game server providers, server owners, creators, and business inquiries are not receiving responses as quickly as we would like or as they deserve. This is the tradeoff we all have to accept: You can’t make an omelette without breaking a few eggs. We wish we had more time to double-check every step and spend more time on communication, but that time comes at a steep opportunity cost. Extra polishing reduces the overall impression of Hytale on January 13. Our primary focus is the game. The team is in a constant release cycle. Every week until launch is tightly scheduled, and we are doing this with a core team of around 50 people assembled in weeks, not a massive AAA organization. That means we are taking hundreds of calculated risks every day. Most pay off. A small fraction doesn’t - and when they don’t, the impact is very evident. If I could ask for one thing from the community, it’s this: Please keep reminding each other what this pace implies - especially newer players who were not around for the #SaveHytale moment and may not know what the Early Access experience is meant to be for us. Some people will not be able to get their desired username. Some will run into payment issues. Some information will arrive later than it ideally should. This is not because we don’t know better; it’s because we are choosing to keep a promise. For us, Early Access success looks like this: you start a world, and the first impression and immersion leave you thinking, “This is much better than they said.” After more time, you also start to see the rough edges - and still end your first day thinking, “This game has a lot of potential. I’ll come back and keep up with updates,” or get you inspired to get into making maps, content, mods or a minigame server. As you will be playing through the first week of Hytale, we will already follow up with the first patch. We will release updates rapidly in the first few weeks, with pre-releases available more frequently. You start on the 4-year-old archeology project, but within months, you will find yourself in a flow of rapid development, previously unthinkable. We appreciate that the community has high expectations for Hytale, but please remember that we are fulfilling a promise we made early on: to release as soon as possible. That is what the core community asked for. Our biggest fear right now is not criticism - it’s that the story of #SaveHytale gets forgotten during Early Access, and the team ends up wishing we had simply delayed those extra four months instead of keeping our word.
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We turn YouTube series into a cross-platform ecosystem: 🎬 Characters play the same games we make 🎮 Kids download & join 🎤 UGC: voice characters ⇒ get featured 🔁 Watch ⇒ Play ⇒ Create ⇒ Share ⇒ Repeat That’s how we grow Teeny Tiny into a real media universe. #indiedev
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