Developer Log

Weekly updates, prototyping chaos, and the road to finishing MoonBurn.

Subscribe via RSS
LATEST 2026-06-08

Week 22: Back to the Crash Site

Week 22 was a softer return to MoonBurn after missing Week 21 while I was away on holiday.

It was also my birthday, so I used this week to ease back into a daily routine rather than trying to force a big push. I still worked on the game: night-time atmosphere, updated fire sprite visuals, a little more emissive readability for characters and environments, and more crash-site hull art.

I’ll probably pause these public weekly devlogs for now. I may keep doing a more technical internal version instead, because that feels more useful at this stage of development.


đź”— Permalink to this log

Previous Logs

2026-05-27

Building the Fight Loop

This week was mostly gameplay and systems work: combat zones, wave spawning, upgrades, player stats, AI perception, quarantine behavior, and intro setup all moved forward. No fresh visual this week, but MoonBurn’s core fight loop is getting more solid.

Read Log
2026-05-18

Loot, Waves, and Better Fire Feedback

Wave Manager, loot collection, upgrade banking, and combat feedback came together this week. MoonBurn now has the first pieces of structured encounters, collectible Juice, weapon upgrades, stun/ignition reactions, safer respawning, and early crash-site level work.

Read Log
2026-05-11

Camera Look-Ahead and Shader Fixes

Clearer aiming, a new dynamic camera, weapon-range crosshair work, procedural tentacle fixes, and continued polish on the prototype level.

Read Log
2026-05-04

MoonBurn Now Runs on Steam Deck

This week was a big one for MoonBurn: the game now builds for Linux and runs nicely on Steam Deck. That is a really important milestone for the pro...

Read Log
2026-04-27

Development Week 16

This week was mostly about making MoonBurn’s characters feel more alive in combat. Enemies can now use animation events from Spine, which means att...

Read Log
2026-04-20

Development Week 15

This week I spent some time updating the player character art ingame, including new Spine imports and texture/skeleton changes. It is mostly behind...

Read Log
2026-04-13

Development Week 14

This week was a small but useful characterfacing fix. The player’s front/back direction now matches the actual art correctly, so moving up and down...

Read Log
2026-04-06

Development Week 13

This week I worked on making enemies feel a bit less robotic. They can now switch between different movement speeds more smoothly, instead of snapp...

Read Log
2026-03-30

Development Week 12

This week I worked on making the quarantine barrier feel more like a real part of the arena instead of just a visual boundary. If the player touche...

Read Log
2026-03-23

Development Week 11

This week was a big step for the main mission flow in MoonBurn. I added the first version of the quarantine zone: an arenastyle area that can lock ...

Read Log
2026-03-16

Development Week 10

This week I worked on the mission computer and the first pieces of the level objective flow. Power reactors are now interactable, and the mission c...

Read Log
2026-02-23

Development Week 9

This week I added the first version of a new enemy: the Stalker. Its Spine art is now imported, it has its own character blueprint, and it has been...

Read Log
2026-02-16

Development Week 8

This week I added a new set of fire FX assets for MoonBurn: fresh sprites, textures, and a material setup for the flames. Fire is such a central pa...

Read Log
2026-02-09

Development Week 7

This week was mostly about getting the handdrawn character pipeline properly into MoonBurn. I added Spine imports for the player and an enemy, upda...

Read Log
2026-01-26

Development Week 6

This week I added the first version of MoonBurn’s interaction system. The player can now detect nearby interactable objects, show an interaction hi...

Read Log
2026-01-19

Development Week 5

This week I added the first version of player respawning. Safe Points are now in the prototype map, and when the player reaches one, it becomes the...

Read Log
2026-01-12

Development Week 4

This week I added a movement modifier system, which means character speed can now react to what is happening to them. Running, aiming, burning, wat...

Read Log
2026-01-05

Development Week 3

This week I added the first proper weapon and aiming setup for MoonBurn. The player now has a modular weapon system, with equip/unequip support, fi...

Read Log
2025-12-29

Development Week 2

This week I added the first real player character setup for MoonBurn. The player now has movement, camera support, and aiming input connected throu...

Read Log
2025-12-22

Development Week 1

This was the first week of MoonBurn’s actual project history: the project was created, the first plugins were added, and the basic gameplay code st...

Read Log
2025-12-01

Pre-Production

Transitioning from Combocow After a decade doing contract work as Combocow, I've decided to officially pivot. Fun Frame Games is now my fulltime fo...

Read Log