Locked in at 30fps

I’ve been rather productive the past two months, but have unfortunately been less on top of blog posts and posting on other social media. There were a lot of rapid improvements made thanks to the private playtest service I signed up for. The playtesters have given constructive feedback and found bugs I would otherwise neverContinue reading “Locked in at 30fps”

SXSW Sydney x Memoirium

SXSW Sydney 2025 was an absolute blast. I am honored that Memoirium was invited to showcase, and I am still recovering from how much fun it was to be there. While I was only in Sydney for six days, each day was filled with merriment, learning, and a lot of standing by Memoirium’s booth. SXSWContinue reading “SXSW Sydney x Memoirium”

Optimization, polish, and achievements

I’m currently in a special stage of development, the optimization and polish stage. This is where I’m hunting for bugs and adding extra shine to as much as I can. With the relatively simple aesthetic of Memoirium, a lot of polish goes a long way. Some examples of polish I have recently added: items whenContinue reading “Optimization, polish, and achievements”

I lied! I am not truly a solo dev.

Sort of a clickbait title, I do admit. I am still developing the game by myself. But I wouldn’t be able to do it without the support from Outersloth, my fiancé, my best friend, my brother, my parents, my cousins, my friends, my family, my fellow gamedevs, and my early playtesters. I am writing thisContinue reading “I lied! I am not truly a solo dev.”

Camera closer

I spent this week working on the little things, like UI updates and pushing the camera closer to the player. In the equipment screen, the boxes were previously empty, and I put helpful background images to show the player what goes into them. This should be useful, especially when the boxes grow more numerous. IContinue reading “Camera closer”

Weapon Lullabies

Not a very crazy week. Well, a little crazy since I decided I wanted each weapon to have an even more distinct identity. I felt that the choice between weapons didn’t have enough impact, then I thought about what made weapons special or unique in other games (particularly games in the same genre). In EldenContinue reading “Weapon Lullabies”

The typical soulslike is a turn-based game

When developing the combat for my game I wanted to understand and pick apart what made the combat in Souls games so fun and special. Looking at it from a design perspective I slowly came to realize the Stamina bar that is present in all of their Soulsborne games can be seen as the amountContinue reading “The typical soulslike is a turn-based game”