Early Access build is live.
Physics are unstable, AI insists everythingβs fine.
The system calls it βnormal operation.β
store.steampowered.com/app/2β¦
#JitterGame #indiedev #EarlyAccess
In September we finally did something we'd been putting off for too long: sat down and played Jitter from the first minute to the last one we have. Three times. steamcommunity.com/games/287β¦ #gaming_news via @steam
The player count for the early access version is near zero; here in Kyiv, drones are exploding just 200 meters from our building, and the world is rapidly approaching the technological singularity. Yet, we are finishing work on the game and actively testing it. A closed test for the Discord community is coming up soon-join us. There is five times more content now, and-believe us-it was all created by hand. #indiedev #jittergame
#gamedevelopers, please tell me if you spy on players' gameplay and how?
When I was planning a feature list for the final game, I didn't take a lot into account. But there were things that I deliberately crossed out - one of them was the spacesuit and spacewalking. Well, in the breaks between level design and level design, I dedicated an evening to this. #gamedev #indiedev #jittergame
July's headline writes itself: crew members learned to leave the ship. Open the airlock, step out, and float. Here's everything that happened this month. steamcommunity.com/games/287β¦ #gaming_news
I spied this targeting method in @BAR_RTS, a game I actively play. By the way, they recently signed with a publisher and now want to do a big plot piece in addition. I already have some experience - and I can say - it's not that easy. The core of the game and mechanics is 80%, and the other 80% is the plot and level design. By the way, we have already launched the latest plot episodes. The latest issue of the devlog is in the comments. #JitterGame #indiedev
Theft of a lunar satellite from orbit. Gravitational anomalies appear in the game. #jittergame #indiegame #space
Smart engineer Ibuka sneaks into the main control panel and gains access to the cameras. #gamedev #jittergame
May was a deep-engine month. A lot happened under the hood, and a lot happened in the world. Here is the breakdown. We made the game significantly faster The game is faster and noticeably smoother. steamcommunity.com/games/287β¦ #gaming_news via @steam
We're deep into development. But everything is going well. Here is a link to the developer log for the last month: store.steampowered.com/news/β¦
Weβve been quieter than usual in public updates, but the team has been actively working on the game. Winter was a difficult period for us, but development never stopped and we kept moving forward. steamcommunity.com/games/287β¦ #indiedev




