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39726
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the clocktower job by @arborium | Stardance
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arborium
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0
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0.0
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0
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[]
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[]
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Title: the clocktower job by @arborium | Stardance
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1792490053.6450212
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1793094853.6450212
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62497
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the car mechanic on streamlit by @senthilnathan_ar the car mechanic on streamlit by @senthilnathan_arun | Stardance...
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senthilnathan_arun
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0
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3.23
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0
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[]
|
[{"post_id": 69628, "ts": "202 [{"post_id": 69628, "ts": "2026-09-17T13:18:34Z", "hours": 3.2347, "text": "i first did the columns and ui placement but i forgot to dev log it , now i completed the buying customer ai with the use of disabled st.buttons .by the way , this is 2 devlogs in one"}]...
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Title: the car mechanic on streamlit by @senthilna Title: the car mechanic on streamlit by @senthilnathan_arun | Stardance
Devlogs:
i first did the columns and ui placement but i forgot to dev log it , now i completed the buying customer ai with the use of disabled st.buttons .by the way , this is 2 devlogs in one...
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1793044458.1091561
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1793649258.1091561
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66348
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the bot which slacks off by @Parrot | Stardance
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Parrot
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2
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1.0
|
1
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T15:19:25Z", "hours": 0.0, "multiplier": 1.26, "payout": 1, "blessing": "neutral", "text": "Comment what I should add next! Added commands /parrot_nap /parrot_coffee and /parrot_panic", "repo": "https://github.com/ryan113cpu/SlackingOffBot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?_gl=1*gzqgmu*_gcl_au*NDA4OTc1ODMxLjE3ODkxNTc1MjMuLS4tLjE3ODkxNTc1NTIuMjA1Mjg0NjA4OC4xNzkwNzY3Mzg4LjE3OTA3NjczODc."}, {"ship_num": 2, "ts": "2026-09-29T20:58:21Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "YAYAYYAYAYAYYAYA! Finally finished my Slack bot after spend like 5 hours on nest:( BUT.. BUT…BUT i finally done!!!!!!!!!!!!!!!!!!!!!!!!!! GONNA ADD MORE COMMANDS STAY TUNED!!", "repo": "https://github.com/ryan113cpu/SlackingOffBot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?_gl=1*gzqgmu*_gcl_au*NDA4OTc1ODMxLjE3ODkxNTc1MjMuLS4tLjE3ODkxNTc1NTIuMjA1Mjg0NjA4OC4xNzkwNzY3Mzg4LjE3OTA3NjczODc."}]...
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[{"post_id": 77320, "ts": "202 [{"post_id": 77320, "ts": "2026-10-06T15:17:42Z", "hours": 0.4375, "text": "Summiting to see What commands I should add next!!"}, {"post_id": 75264, "ts": "2026-09-29T16:20:38Z", "hours": 0.2867, "text": "IM LIKE SO DONE WITH NEST HOW DO I GET IT TO WORK IVE BEEN TRYIN FOR LIKE 6 HOURS NOW"}, {"post_id": 75018, "ts": "2026-09-28T21:22:43Z", "hours": 0.2731, "text": "Ive actully spent over like 2 hours on this like figuring out the node and slack api tocken and then github giving me 6k repos and all that idk why its showing me only 16 min"}, {"post_id": 74997, "ts": "2026-09-28T20:10:45Z", "hours": 0.3642, "text": "Devlog #1 Curently working on connecting node and VScode»> >< «<"}]...
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Title: the bot which slacks off by @Parrot | Stard Title: the bot which slacks off by @Parrot | Stardance
Devlogs:
Devlog #1 Curently working on connecting node and VScode»> >< «<
Ive actully spent over like 2 hours on this like figuring out the node and slack api tocken and then github giving me 6k repos and all that idk why its showing me only 16 min
IM LIKE SO DONE WITH NEST HOW DO I GET IT TO WORK IVE BEEN TRYIN FOR LIKE 6 HOURS NOW
Summiting to see What commands I should add next!!
Ships:
YAYAYYAYAYAYYAYA! Finally finished my Slack bot after spend like 5 hours on nest:( BUT.. BUT…BUT i finally done!!!!!!!!!!!!!!!!!!!!!!!!!! GONNA ADD MORE COMMANDS STAY TUNED!!
Comment what I should add next! Added commands /parrot_nap /parrot_coffee and /parrot_panic...
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1793008386.7633896
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1793872386.7633896
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68795
|
the board by @fxxzxn | Stardance
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fxxzxn
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0
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0.0
|
0
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[]
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[]
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Title: the board by @fxxzxn | Stardance
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1793126939.34032
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1793731739.34032
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17450
|
the birb by @the_rainy_parakeet | Stardance
|
the_rainy_parakeet
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0
|
0.0
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0
|
[]
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[]
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Title: the birb by @the_rainy_parakeet | Stardance
|
1792788845.9934945
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1793393645.9934945
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68017
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the best os by @ariss | Stardance
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ariss
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0
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0.0
|
0
|
[]
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[]
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Title: the best os by @ariss | Stardance
|
1793116350.441941
|
1793721150.441941
|
|
61285
|
the adventure to nowhere PART - 1 by @senthilnatha the adventure to nowhere PART - 1 by @senthilnathan_arun | Stardance...
|
senthilnathan_arun
|
1
|
6.0
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T14:26:47Z", "hours": 6.0, "multiplier": 1.51, "payout": 9, "blessing": "neutral", "text": "hi i created ths text based rpg game . my goal is the cmf buds so rate this as you think it is . there are a lot of reliability issues with github streamlit . so i also have a backup link : https://the-adventure-to-nowhere-part-1-c8cyynjokisz4bzutjomy8.streamlit.app/", "repo": "https://github.com/senthilnathanarun15/the-adventure-to-nowhere-part-1", "demo": "https://senthilnathanarun15.github.io/the-adventure-to-nowhere-part-1/"}]...
|
[{"post_id": 66457, "ts": "202 [{"post_id": 66457, "ts": "2026-09-12T09:29:38Z", "hours": 5.7253, "text": "i am doing the story first"}]...
|
Title: the adventure to nowhere PART - 1 by @senth Title: the adventure to nowhere PART - 1 by @senthilnathan_arun | Stardance
Devlogs:
i am doing the story first
Ships:
hi i created ths text based rpg game . my goal is the cmf buds so rate this as you think it is . there are a lot of reliability issues with github streamlit . so i also have a backup link : https://the-adventure-to-nowhere-part-1-c8cyynjokisz4bzutjomy8.streamlit.app/...
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1793055328.464761
|
1793141728.464761
|
|
906
|
the a380 websitr by @sushan_kommireddi | Stardance
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sushan_kommireddi
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0
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0.0
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0
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[]
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[]
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Title: the a380 websitr by @sushan_kommireddi | St Title: the a380 websitr by @sushan_kommireddi | Stardance...
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1792479189.7654428
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1793083989.7654428
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60148
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the WebOS where it happens by @summerjones | Stard the WebOS where it happens by @summerjones | Stardance...
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summerjones
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0
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0.0
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0
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[]
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[]
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Title: the WebOS where it happens by @summerjones Title: the WebOS where it happens by @summerjones | Stardance...
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1793033284.6837962
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1793638084.6837962
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1363
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the WEBSITE by @Anay_G | Stardance
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Anay_G
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0
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0.0
|
0
|
[]
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[]
|
Title: the WEBSITE by @Anay_G | Stardance
|
1792479258.988798
|
1793084058.988798
|
|
71039
|
the Miku by @summerclayton | Stardance
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summerclayton
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0
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0.0
|
0
|
[]
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[]
|
Title: the Miku by @summerclayton | Stardance
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1792763242.917305
|
1793368042.917305
|
|
47431
|
the LAST SIGNAL by @Makkonen | Stardance
|
Makkonen
|
1
|
82.0
|
1366
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T09:50:10Z", "hours": 82.0, "multiplier": 16.6, "payout": 1366, "blessing": "neutral", "text": "How to play Go to my itch.io page (the demo link) and download the game, extract the .zip file and launch the file called LAST SIGNAL.EXE If you are on another OS than windows Just go to the GitHub readme and there will be an link to my unity play page. MY CUSTOM SHADER DOESNT WORK IN THE BROWSER SO PLEASE TEST THE ACTUAL VERSION IF YOU CAN! What did i make? I made an horror game in unity from scratch with the following made by me: All of the 3D models All of the scripts Whole storyline Majority of the music All of the scripts What is it about? LASTSIGNAL follows an story of an random guy finding himself inside weird rooms, later he realizes that this is an simulation and he has to find his way out, in the game the objective shifts from just finding an way out, to destroying the simulation and freeing everybody in there. How did i make it? I made the 3D models in blockbench, made scripts in VS code using C# and made the storyline in my head :D Controls In the game you will use your mouse to look around and WASD to move, you can interact with objects by looking at them and pressing E. In the end of the game in the parkour sections you will have to use SHIFT to sprint and SPACE to jump. Secrets and easter eggs I have made paper files all around the game telling the stories of other people in the simulation, i also made easter eggs hinting at stardance and my other projects. Minigames LASTSIGNAL has many minigames like hacking, password remembering and submitting codes.", "repo": "https://github.com/MakkonenHugo/LASTSIGNAL", "demo": "https://hugo-virtanen.itch.io/lastsignal"}]...
|
[{"post_id": 66471, "ts": "202 [{"post_id": 66471, "ts": "2026-09-12T09:49:21Z", "hours": 0.8703, "text": "Last changes before shipping Itch.io and unity play I have made an working itch.io page and an unity play page Small changes I have made small changes all around the game, like in level 2 i added an fade transition when leaving I also made changes to the first room with better dialogue and more interactable stuff. Bug fixes I fixed bugs like in the first parkour section where the teleport back up wasnt working, or when some sounds didnt work in some levels So this is my LAST DEVLOG (pun intended) and thanks to everyone who has been liking my devlogs and stuff!"}, {"post_id": 66048, "ts": "2026-09-11T16:40:58Z", "hours": 8.6517, "text": "Improvements! Sounds Now every time dialogue shows up, an small keyboard soundeffect is played with every character, i think it improves the game alot! Now some objects have interaction sounds, for example, when listening to the radio, you will hear the radios startup beep. Every level has either ambiance sounds or music of some kind! New physical stuff Now, every level has new stuff to interact with or just for show, like: wires, coffee cups, vents, pencils, trash cans! I have also positioned some stuff better, for example in level 2, jeff is now more away from the radio, but still looking at it! Easter eggs and stuff to find I have added “documents” and “logs” about previous subjects all around the game, for example in level 2 there now is an table with some guy called Gary’s note. In level 4 there is an hint to LuckyOS in an paper stack, and in Level 9, you can find an laptop that has an reference to StarDance! Ending changes I made small improvements to the ending scene, like how the fire is and how Jeff appears sometimes. I also now have completely finished the first and second parkour sections!"}, {"post_id": 64923, "ts": "2026-09-09T17:20:23Z", "hours": 8.1214, "text": "Ending! Parkour After level 9 you will get to have some “fun”… Its an PARKOUR SECTION! Actually two of them, in the first one you have to jump to different platforms while an REALLY good breakcore track plays and alarms are yelling, i also added alarm lights so it sets the vibe. In the second section you will have to just run straight and avoid obstacles in the way. Ending In the end you will go into the main server room and open up an… OPERATING SYSTEM! It has currently one app only but i might make it better (or worse). In the OS you will click on an Simulation Manager icon, and it opens an app, where you DELETE the whole simulation. But you realise IT ISNT ENOUGH! So you do the only logical thing… BURN THE WHOLE PLACE DOWN! So after you delete the simulation, you interact with anything in the room (exept the pc) and the scene fades to an burning server room with the pc setup completely in pieces, and even Jeff kinda flickers in the room from time to time! Bad ending So now in level 8 you have another portal, the stay portal! Its only an model right now but i will make it so it will lead to an bad ending. You gettng turned into… JEFF 2! (get it cuz you are Jeff too, but also the second jeff so jeff2) Intro or startup! I added an small animation when you start the game, it first shows my studios logo, and then it does this typewriter effect with. “LASTSIGNAL” “Finding signal…” “SIgnal lost” and then an glitch effect! The whole thing is packed with soundeffects too so it feels nice!"}, {"post_id": 64080, "ts": "2026-09-08T07:21:49Z", "hours": 8.1936, "text": "New levels and effects! Level 7, the CHASE I really dont want to be the guy to spoil anything, but i kinda have to. Level 7 will be an ACTION filled level, it will be really short, around 1 minute, but it will be fun! In the level you will have this GIANT hallway in front of you with GIANT furniture, and then an small table and radio infront of you! When you listen to the radio it will say: “ITS A TRAP! RUN!” And then chase music that I MADE will start playing, and your camera will start to shake violently, your mouse gets locked to an few degrees and these red messages will start showing saying “RUN” “IT’S BEHIND YOU” and so on, right now its so if you dont get out of the level in an generous 50 seconds, the level restarts, no “you died” nothing, just an do it again. Level 8 Level 8 will feature an big gray room, with nothing than an radio, when you listen to the radio the lights dim and your mouse gets locked, music starts playing and the radio starts speaking, this dialouge contains TOO MUCH spoilers, so i will not put it in this devlog, after that you will turn around and walk into an EXIT portal, you get sent straight THROUGH the floor, your vision will pixelate to 16 and 9 pixels (REALLY PIXELATED) and you will get teleported to… the real world! Level 9, the real world In level 9 the first thing you will realize is that this is an office, there are many office desks with computers on them, in the real world there is NO PIXELATION! You will realize that the door is LOCKED! With an same kind of lock than in level 4, but now there aren’t just papers on the ground… There are THE PC’s! You will need to check them for vulnerabilities and HACK them for the door code! (in this level there even is an STARDANCE easter egg :D) Small stuff Password minigame I added an password remembering game to lvl 6! In there the game you will have to look at passwords, remember them, and type them! Right now it serves no purpose but idk i might make it have something after completeon! Minigame visual upgrade! Some people might remember my other project, the hacking panel, so i made the matrix rain feature from there to LASTSIGNAL! Now everytime you are in an minigame, there will be green glowing text in the background!"}, {"post_id": 62911, "ts": "2026-09-06T13:28:14Z", "hours": 9.3292, "text": "New levels! Storyline impact Level 5 will be kind of an “filler level”, it introduses the player to the new objective of the game, destroying the signal world! Thats right, the games objective has switched from just getting out, to putting an stop to this! MASSIVE graphics update! I made an custom shader, to make the game PIXELATED! I know, “so many games are pixelated do something of your own” IM NOT GOOD WITH MODELING, OK!? My models are pretty bad and i dont want it to be the downfall of my game. But thats not really the reason, the reason is, that when an game is pixelated, it looks good if done right, and also when the graphics are bad, the players have to use their imagination, and THAT is the true reason, i want the players to imagine, to theorise what is going on and how everything looks. I also made an crosshair, because my very nice and good playtester @silvonik left some REALLY GOOD feedback and gave me the idea to make an crosshair! Thank you silvonik :D Level 5 In level 5, you spawn into an two section room, in the first section there will be an laptop and the radio, the radio has some interesting dialogue that tells you how to HACK THE SYSTEM until the message cuts off, and another voice comes trough telling you the message cannot be played, the hacking minigame is this pause at the right time type of game, i added some… “interesting” log messages to the screens right, “hugoAPT” comes from “sudoAPT” but sudo is LITERALLY JUST MY NAME. In the second section, theres an actual pc and an monitor, where by pressing E you can actually watch cameras from the levels you have survived. Level 6 THATS RIGHT! Level 6 is already in developement and it will feature… FLICKERING LIGHTS, who doesnt love those? AN HALLUSINATION, of Jeff… You havent seen him in some time? NORMAL MUSIC THAT BECOMES DISTORTED, thats one way to make ambiance… SELF SLAMMING DOORS, wow so spooky! DISTANT SOUNDS, are they there or are you going crazy? MOVING OBJECTS, level 2’s chair is proud! The level itself is just an box and an hallway, lets just say that the hallway leads to some prettyyyy… “Intensive” stuff… MORE SETTINGS! I realized that the settings was looking an little thin… so i got into work and i made more. Headbob toggle, some people might get nauseous or feel discomfort if the camera is shaking all over the place, so you can now toggle it! Crosshair, i added an toggle to the crosshair, because it could ruin the immersion for some people. Sensitivity, this one is kind of self explanatory, every game needs an sensitivity slider."}, {"post_id": 61000, "ts": "2026-09-03T18:13:08Z", "hours": 8.1131, "text": "AHH EVERYTHING IS BREAKING! Bug fixing Soo it has not been rly “sunshines and rainbows” developing LASTSIGNAL so ive spent an long time fixing bugs, here are an few i have fixed: Camera glitching when spawning, radio not working, objects not vanishing, objects not spawning, interacion breaking COMPLETELY, TWO “press E to interact” prompts, “press E to interact” flashing, interaction detector NOT SEEING THE OBJECTS, after interacting some objects you cant do anything anymore. Level 4 developement So now the good stuff, Level 4 is mostly done! (yay) Ill still polish it an little bit but its in good shape! Level 4 is an GIANT in terms of the LORE, it features the radio not working as normal… it wont open the door because the door has an CODE LOCK! You will have to look at manu pieces of paper to find the code and put the code into the number pad next to the door to get out. This levels background music is activated when interacting with an laptop, the laptop has been live streaming for infinite hours? its really clear time works differently here… (go crazy with the theories) The level tells about “subjects” and that there have been many befor you here… Or have there!? Is this just all mind games? Are you actually just sleeping?(ill answer this one: no you are not sleeping it would be so boring if you were) Level 3 changes I have changed the radio messages to imply more of that sweet LORE. The radio goes along the lines of “Do you know that Jeff guy? Hes weird, but hes been here more than you have, more than anyone has, i cant say too much now… Somebody is ALWAYS LISTENING” Wow so lore :O ! Small stuff I have updated the lvl 1 dialogue to again, make more LOREEEEE! And i also added some more credits to the main menu! Nothing much this time!"}, {"post_id": 59087, "ts": "2026-08-31T18:21:29Z", "hours": 5.6414, "text": "Small changes and level 4 development Level 1 update In the last devlog, i promised an level 1 update, so that is what i made, first i modeled an office desk, drawers, and stacks of paper, i put them on the empty side of the room. after that i created two scripts (similar to the chair event) First is an script that makes an object/objects vanish when you are not looking (after listening to dialogue) And the other one does the complete OPPOSITE, it makes an object/objects appear when you are not looking, (you guessed it, after listening to dialogue) So now, when you inspect the office desk, an paper stack appears in front of the door, the paper tells you to look at the desk again, but when you turn around the desk is gone, and when you look back at the paper, its NOT THERE! Level transition rework Before, you just walked into an trigger and it teleported you into the next level, now it does just that but with an cool ANIMATION (so cool) So now loading to the next level, you will have an fade in and out animation! Level 4 Im happy to say, level 4 IS IN DEVELOPEMENT! (hooray, took me long enough) Level 4 is going to be an studio room that gets the player REALLY thinking what is going on… But if that gets you thinking, just WAIT WHAT LEVEL 5 IS GOING TO BE! Plans for the future In the next devlog i think i will add more settings and make the main menu better, maybe ill even add some cheat codes or something in the README… AS ALWAYS STAY TUNED FOR FUTURE STUFF!"}, {"post_id": 58063, "ts": "2026-08-30T12:33:06Z", "hours": 5.5022, "text": "(major) Third level update! Lights out update First off, i updated the lights out mechanic, so now it isnt as snappy and is pretty smooth, the table is where it was before and everything looks nice :D New trigger! Now after the lights go out, you walk to the the door, where its still locked, so you have to go back, but at the door you just walked through an invisible trigger that spawned the radio and an mysterious object…(an sign) when you walk to the other side of the hallway, you see an sign, the sign says “why do you want to leave?” Hmm, who could have put that there… and when you interact with the radio and turn around, THE SIGN IS GONE :O More mysterious stuff After interacting with the radio, you will see more stuff that was not there in the beginning, an cardboard box, and an MICROWAVE? (sorry i ran out of ideas) Just kidding, i chose those two because they are random and get the player to question what is happening, and also to indicate, the mc doesnt feel hunger or thirst, so maybe this is all an dream? Maybe none of this is real? STAY TUNED TO FIND OUT! Lvl 1 styling Im also working on making the first level better, i already modeled an desk and drawers for it so stay tuned… Bug fixes! Yes so game developing isnt all sunshine and rainbows because of THE BUGS! Today i fixed an bug where the camera would randomly just tweak out and move on its own, and i also fixed an bug with the interaction detector where the text would just start flashing REALLY fast and it REALLY got on my nerves but they are fixed now!"}, {"post_id": 57335, "ts": "2026-08-29T13:36:10Z", "hours": 8.1325, "text": "BIG changes and lvl3 test version Changes to looking around For an long time i was trying to make an little change how looking around feels, by making the look speed accelerate and decelerate when moving the mouse, but that made an very big problem, the camera would just snap around when looking at an interractable object, so i tried to fix it numerous times but with no luck, but FINALLY after 2 days of bug fixing i finally got it to work and the game feels smooth to play! Camera overlay Now, because of the looking around effect(idk what to call it sry :D ) looking around feels kind of heavy, so i thought that it could be that the mc would be holding an camera! So thats what i did, the camera has an battery indicator and then the cool part, the time recorded is ACTUALLY the time the scene has been loaded! Level 3 Level 3 now has an event called lights out event, “what does it do?” well when you are close to the door, suddenly the lights go out and when they come back, the door is suddenly farther away. It works using an empty game object that i put my script in and made it an trigger, when the lights are out you get teleported to an different hallway that is identical to the first one exept its bigger, so it creates the illusion that the hallway has stretched."}, {"post_id": 55102, "ts": "2026-08-26T15:39:45Z", "hours": 5.5144, "text": "This is another big devlog First off, i added an pausemenu where right now you can only exit the game, resume, and adjust your settings. The “settings” is only the games volume right now but there will be more once i just think about what… Another big thing is the main menu I added an mainmenu that shows up when you start the game where you can “continue” (right now just start from lvl 1 bc the game has no checkpoints but i will add them later) tweak the settings, quit the game and wiew the credits, there currently is no settings or credits but i will add them an little bit later. The design for the settings and menu Both the settings and mainmenu have this starry live wallpaper feel and if you look closely, you might see an shootting star… I also added an glitch hover effect to the buttons because it fits the weird theme of the game. (every buttons effect is different) And i also started working on lvl3 its an hallway that doesnt behave like an normal hallway… But there really isnt much there so you will hear more about lvl3 in the next devlog :O (i also just now discovered headings so thats nice)"}, {"post_id": 53224, "ts": "2026-08-23T17:45:03Z", "hours": 3.3136, "text": "Alright, things just got interesting… First off i added an walking sound effect so now when you are walking in lvl2 you will be rustling the grass below you, and it also depends what sound it is on what surface you are walking on (GTA 6 has some competition am i right) And then i spent TOO LONG on making this headbob feature so now when you are walking your head will bounce up and down! And then i added this weird chair that moves after you inspect it and look away! And i made some bug fixes like how the interaction box was too small for some reason and also i made some little changes like wich way the door opens and stuff. :O"}, {"post_id": 51628, "ts": "2026-08-21T12:28:14Z", "hours": 6.0508, "text": "Alright this is an pretty big devlog. Well first, i added an door opening feature, where after the radio event, you can interract with the door and open it! I also made some small bug fixes like the camera snapping into somewhere else when you tried to interract. And now is the interesting part, i made an second levelm, but first, how do you get into the second level? Well after opening the door in lvl 1 you jump into the void and pass 3 triggers, first one plays an swoosh sound effect, second puts an picture where i drew LASTSIGNAL, and the third teleports you to the second room. Now, the second room is not an room at all, it is an grassy field with an bed in the middle, an house, and ofc Jeff and the radio, the gameplay is: spawn, look around, inspect stuff, find Jeff and the radio, get scared bc of jeff(probably just me), listen to what the radio has to say(actual lore now), open the door and get out of there. The level is focused around dreamcore and liminal spaces so it ofc has some lil creepy but calming music too!"}, {"post_id": 47959, "ts": "2026-08-16T07:29:31Z", "hours": 1.2506, "text": "so we now got alot of stuff so first i remodeled jeff and made him tall so now hes kinda scary, and going with the scary theme i also made the room pretty dark and added some fog, i put an light source on the table so players wouldnt have problems using the radio. The first room is purposelly small not much to do but now im making the second room/level, im thinking ill make it this low poly grass field kinda like an liminal space or something.AND i also added an ambiance soundtrack that (sadly) isnt self made but if i find some good free software i will make everything myself"}, {"post_id": 47334, "ts": "2026-08-15T06:45:18Z", "hours": 1.9967, "text": "Alright, big game update, i added an door to the room(3D modeled myself) and added that guy whos name is jeff(also modeled) and an table and an radio ontop of the table(also modeled) and then made an system where when you are close enough and looking at something you can press E and inspect it, i will probably add an inspection to everything bc its so easy to do! And i added an little gameplay too, first you spawn in, inspect jeff, the table and then you inspect the radio, first it says the radio isnt plugged in but then an voice comes through, jeff is gone, and the door is open. Pretty nice :O"}, {"post_id": 46472, "ts": "2026-08-13T18:26:56Z", "hours": 1.6111, "text": "I 3D modeled (Myself) an little test room and wrote “LAB” in it so i could test my scripts, but as you can see, its just an gray box. I think even though this is just an test room, it will be seen in the game at some point for the weird feeling. And then i added two C# scripts, one for walking around and the other one for looking around. I also made an little soundtrack for the game but it doesnt show in the time. I will make an actual map and something more tomorrow :O and also if you have any ideas let me know!"}]...
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Title: the LAST SIGNAL by @Makkonen | Stardance
D Title: the LAST SIGNAL by @Makkonen | Stardance
Devlogs:
I 3D modeled (Myself) an little test room and wrote “LAB” in it so i could test my scripts, but as you can see, its just an gray box. I think even though this is just an test room, it will be seen in the game at some point for the weird feeling. And then i added two C# scripts, one for walking around and the other one for looking around. I also made an little soundtrack for the game but it doesnt show in the time. I will make an actual map and something more tomorrow :O and also if you have any ideas let me know!
Alright, big game update, i added an door to the room(3D modeled myself) and added that guy whos name is jeff(also modeled) and an table and an radio ontop of the table(also modeled) and then made an system where when you are close enough and looking at something you can press E and inspect it, i will probably add an inspection to everything bc its so easy to do! And i added an little gameplay too, first you spawn in, inspect jeff, the table and then you inspect the radio, first it says the radio isnt plugged in but then an voice comes through, jeff is gone, and the door is open. Pretty nice :O
so we now got alot of stuff so first i remodeled jeff and made him tall so now hes kinda scary, and going with the scary theme i also made the room pretty dark and added some fog, i put an light source on the table so players wouldnt have problems using the radio. The first room is purposelly small not much to do but now im making the second room/level, im thinking ill make it this low poly grass field kinda like an liminal space or something.AND i also added an ambiance soundtrack that (sadly) isnt self made but if i find some good free software i will make everything myself
Alright this is an pretty big devlog. Well first, i added an door opening feature, where after the radio event, you can interract with the door and open it! I also made some small bug fixes like the camera snapping into somewhere else when you tried to interract. And now is the interesting part, i made an second levelm, but first, how do you get into the second level? Well after opening the door in lvl 1 you jump into the void and pass 3 triggers, first one plays an swoosh sound effect, second puts an picture where i drew LASTSIGNAL, and the third teleports you to the second room. Now, the second room is not an room at all, it is an grassy field with an bed in the middle, an house, and ofc Jeff and the radio, the gameplay is: spawn, look around, inspect stuff, find Jeff and the radio, get scared bc of jeff(probably just me), listen to what the radio has to say(actual lore now), open the door and get out of there. The level is focused around dreamcore and liminal spaces so it ofc has some lil creepy but calming music too!
Alright, things just got interesting… First off i added an walking sound effect so now when you are walking in lvl2 you will be rustling the grass below you, and it also depends what sound it is on what surface you are walking on (GTA 6 has some competition am i right) And then i spent TOO LONG on making this headbob feature so now when you are walking your head will bounce up and down! And then i added this weird chair that moves after you inspect it and look away! And i made some bug fixes like how the interaction box was too small for some reason and also i made some little changes like wich way the door opens and stuff. :O
This is another big devlog First off, i added an pausemenu where right now you can only exit the game, resume, and adjust your settings. The “settings” is only the games volume right now but there will be more once i just think about what… Another big thing is the main menu I added an mainmenu that shows up when you start the game where you can “continue” (right now just start from lvl 1 bc the game has no checkpoints but i will add them later) tweak the settings, quit the game and wiew the credits, there currently is no settings or credits but i will add them an little bit later. The design for the settings and menu Both the settings and mainmenu have this starry live wallpaper feel and if you look closely, you might see an shootting star… I also added an glitch hover effect to the buttons because it fits the weird theme of the game. (every buttons effect is different) And i also started working on lvl3 its an hallway that doesnt behave like an normal hallway… But there really isnt much there so you will hear more about lvl3 in the next devlog :O (i also just now discovered headings so thats nice)
BIG changes and lvl3 test version Changes to looking around For an long time i was trying to make an little change how looking around feels, by making the look speed accelerate and decelerate when moving the mouse, but that made an very big problem, the camera would just snap around when looking at an interractable object, so i tried to fix it numerous times but with no luck, but FINALLY after 2 days of bug fixing i finally got it to work and the game feels smooth to play! Camera overlay Now, because of the looking around effect(idk what to call it sry :D ) looking around feels kind of heavy, so i thought that it could be that the mc would be holding an camera! So thats what i did, the camera has an battery indicator and then the cool part, the time recorded is ACTUALLY the time the scene has been loaded! Level 3 Level 3 now has an event called lights out event, “what does it do?” well when you are close to the door, suddenly the lights go out and when they come back, the door is suddenly farther away. It works using an empty game object that i put my script in and made it an trigger, when the lights are out you get teleported to an different hallway that is identical to the first one exept its bigger, so it creates the illusion that the hallway has stretched.
(major) Third level update! Lights out update First off, i updated the lights out mechanic, so now it isnt as snappy and is pretty smooth, the table is where it was before and everything looks nice :D New trigger! Now after the lights go out, you walk to the the door, where its still locked, so you have to go back, but at the door you just walked through an invisible trigger that spawned the radio and an mysterious object…(an sign) when you walk to the other side of the hallway, you see an sign, the sign says “why do you want to leave?” Hmm, who could have put that there… and when you interact with the radio and turn around, THE SIGN IS GONE :O More mysterious stuff After interacting with the radio, you will see more stuff that was not there in the beginning, an cardboard box, and an MICROWAVE? (sorry i ran out of ideas) Just kidding, i chose those two because they are random and get the player to question what is happening, and also to indicate, the mc doesnt feel hunger or thirst, so maybe this is all an dream? Maybe none of this is real? STAY TUNED TO FIND OUT! Lvl 1 styling Im also working on making the first level better, i already modeled an desk and drawers for it so stay tuned… Bug fixes! Yes so game developing isnt all sunshine and rainbows because of THE BUGS! Today i fixed an bug where the camera would randomly just tweak out and move on its own, and i also fixed an bug with the interaction detector where the text would just start flashing REALLY fast and it REALLY got on my nerves but they are fixed now!
Small changes and level 4 development Level 1 update In the last devlog, i promised an level 1 update, so that is what i made, first i modeled an office desk, drawers, and stacks of paper, i put them on the empty side of the room. after that i created two scripts (similar to the chair event) First is an script that makes an object/objects vanish when you are not looking (after listening to dialogue) And the other one does the complete OPPOSITE, it makes an object/objects appear when you are not looking, (you guessed it, after listening to dialogue) So now, when you inspect the office desk, an paper stack appears in front of the door, the paper tells you to look at the desk again, but when you turn around the desk is gone, and when you look back at the paper, its NOT THERE! Level transition rework Before, you just walked into an trigger and it teleported you into the next level, now it does just that but with an cool ANIMATION (so cool) So now loading to the next level, you will have an fade in and out animation! Level 4 Im happy to say, level 4 IS IN DEVELOPEMENT! (hooray, took me long enough) Level 4 is going to be an studio room that gets the player REALLY thinking what is going on… But if that gets you thinking, just WAIT WHAT LEVEL 5 IS GOING TO BE! Plans for the future In the next devlog i think i will add more settings and make the main menu better, maybe ill even add some cheat codes or something in the README… AS ALWAYS STAY TUNED FOR FUTURE STUFF!
AHH EVERYTHING IS BREAKING! Bug fixing Soo it has not been rly “sunshines and rainbows” developing LASTSIGNAL so ive spent an long time fixing bugs, here are an few i have fixed: Camera glitching when spawning, radio not working, objects not vanishing, objects not spawning, interacion breaking COMPLETELY, TWO “press E to interact” prompts, “press E to interact” flashing, interaction detector NOT SEEING THE OBJECTS, after interacting some objects you cant do anything anymore. Level 4 developement So now the good stuff, Level 4 is mostly done! (yay) Ill still polish it an little bit but its in good shape! Level 4 is an GIANT in terms of the LORE, it features the radio not working as normal… it wont open the door because the door has an CODE LOCK! You will have to look at manu pieces of paper to find the code and put the code into the number pad next to the door to get out. This levels background music is activated when interacting with an laptop, the laptop has been live streaming for infinite hours? its really clear time works differently here… (go crazy with the theories) The level tells about “subjects” and that there have been many befor you here… Or have there!? Is this just all mind games? Are you actually just sleeping?(ill answer this one: no you are not sleeping it would be so boring if you were) Level 3 changes I have changed the radio messages to imply more of that sweet LORE. The radio goes along the lines of “Do you know that Jeff guy? Hes weird, but hes been here more than you have, more than anyone has, i cant say too much now… Somebody is ALWAYS LISTENING” Wow so lore :O ! Small stuff I have updated the lvl 1 dialogue to again, make more LOREEEEE! And i also added some more credits to the main menu! Nothing much this time!
New levels! Storyline impact Level 5 will be kind of an “filler level”, it introduses the player to the new objective of the game, destroying the signal world! Thats right, the games objective has switched from just getting out, to putting an stop to this! MASSIVE graphics update! I made an custom shader, to make the game PIXELATED! I know, “so many games are pixelated do something of your own” IM NOT GOOD WITH MODELING, OK!? My models are pretty bad and i dont want it to be the downfall of my game. But thats not really the reason, the reason is, that when an game is pixelated, it looks good if done right, and also when the graphics are bad, the players have to use their imagination, and THAT is the true reason, i want the players to imagine, to theorise what is going on and how everything looks. I also made an crosshair, because my very nice and good playtester @silvonik left some REALLY GOOD feedback and gave me the idea to make an crosshair! Thank you silvonik :D Level 5 In level 5, you spawn into an two section room, in the first section there will be an laptop and the radio, the radio has some interesting dialogue that tells you how to HACK THE SYSTEM until the message cuts off, and another voice comes trough telling you the message cannot be played, the hacking minigame is this pause at the right time type of game, i added some… “interesting” log messages to the screens right, “hugoAPT” comes from “sudoAPT” but sudo is LITERALLY JUST MY NAME. In the second section, theres an actual pc and an monitor, where by pressing E you can actually watch cameras from the levels you have survived. Level 6 THATS RIGHT! Level 6 is already in developement and it will feature… FLICKERING LIGHTS, who doesnt love those? AN HALLUSINATION, of Jeff… You havent seen him in some time? NORMAL MUSIC THAT BECOMES DISTORTED, thats one way to make ambiance… SELF SLAMMING DOORS, wow so spooky! DISTANT SOUNDS, are they there or are you going crazy? MOVING OBJECTS, level 2’s chair is proud! The level itself is just an box and an hallway, lets just say that the hallway leads to some prettyyyy… “Intensive” stuff… MORE SETTINGS! I realized that the settings was looking an little thin… so i got into work and i made more. Headbob toggle, some people might get nauseous or feel discomfort if the camera is shaking all over the place, so you can now toggle it! Crosshair, i added an toggle to the crosshair, because it could ruin the immersion for some people. Sensitivity, this one is kind of self explanatory, every game needs an sensitivity slider.
New levels and effects! Level 7, the CHASE I really dont want to be the guy to spoil anything, but i kinda have to. Level 7 will be an ACTION filled level, it will be really short, around 1 minute, but it will be fun! In the level you will have this GIANT hallway in front of you with GIANT furniture, and then an small table and radio infront of you! When you listen to the radio it will say: “ITS A TRAP! RUN!” And then chase music that I MADE will start playing, and your camera will start to shake violently, your mouse gets locked to an few degrees and these red messages will start showing saying “RUN” “IT’S BEHIND YOU” and so on, right now its so if you dont get out of the level in an generous 50 seconds, the level restarts, no “you died” nothing, just an do it again. Level 8 Level 8 will feature an big gray room, with nothing than an radio, when you listen to the radio the lights dim and your mouse gets locked, music starts playing and the radio starts speaking, this dialouge contains TOO MUCH spoilers, so i will not put it in this devlog, after that you will turn around and walk into an EXIT portal, you get sent straight THROUGH the floor, your vision will pixelate to 16 and 9 pixels (REALLY PIXELATED) and you will get teleported to… the real world! Level 9, the real world In level 9 the first thing you will realize is that this is an office, there are many office desks with computers on them, in the real world there is NO PIXELATION! You will realize that the door is LOCKED! With an same kind of lock than in level 4, but now there aren’t just papers on the ground… There are THE PC’s! You will need to check them for vulnerabilities and HACK them for the door code! (in this level there even is an STARDANCE easter egg :D) Small stuff Password minigame I added an password remembering game to lvl 6! In there the game you will have to look at passwords, remember them, and type them! Right now it serves no purpose but idk i might make it have something after completeon! Minigame visual upgrade! Some people might remember my other project, the hacking panel, so i made the matrix rain feature from there to LASTSIGNAL! Now everytime you are in an minigame, there will be green glowing text in the background!
Ending! Parkour After level 9 you will get to have some “fun”… Its an PARKOUR SECTION! Actually two of them, in the first one you have to jump to different platforms while an REALLY good breakcore track plays and alarms are yelling, i also added alarm lights so it sets the vibe. In the second section you will have to just run straight and avoid obstacles in the way. Ending In the end you will go into the main server room and open up an… OPERATING SYSTEM! It has currently one app only but i might make it better (or worse). In the OS you will click on an Simulation Manager icon, and it opens an app, where you DELETE the whole simulation. But you realise IT ISNT ENOUGH! So you do the only logical thing… BURN THE WHOLE PLACE DOWN! So after you delete the simulation, you interact with anything in the room (exept the pc) and the scene fades to an burning server room with the pc setup completely in pieces, and even Jeff kinda flickers in the room from time to time! Bad ending So now in level 8 you have another portal, the stay portal! Its only an model right now but i will make it so it will lead to an bad ending. You gettng turned into… JEFF 2! (get it cuz you are Jeff too, but also the second jeff so jeff2) Intro or startup! I added an small animation when you start the game, it first shows my studios logo, and then it does this typewriter effect with. “LASTSIGNAL” “Finding signal…” “SIgnal lost” and then an glitch effect! The whole thing is packed with soundeffects too so it feels nice!
Improvements! Sounds Now every time dialogue shows up, an small keyboard soundeffect is played with every character, i think it improves the game alot! Now some objects have interaction sounds, for example, when listening to the radio, you will hear the radios startup beep. Every level has either ambiance sounds or music of some kind! New physical stuff Now, every level has new stuff to interact with or just for show, like: wires, coffee cups, vents, pencils, trash cans! I have also positioned some stuff better, for example in level 2, jeff is now more away from the radio, but still looking at it! Easter eggs and stuff to find I have added “documents” and “logs” about previous subjects all around the game, for example in level 2 there now is an table with some guy called Gary’s note. In level 4 there is an hint to LuckyOS in an paper stack, and in Level 9, you can find an laptop that has an reference to StarDance! Ending changes I made small improvements to the ending scene, like how the fire is and how Jeff appears sometimes. I also now have completely finished the first and second parkour sections!
Last changes before shipping Itch.io and unity play I have made an working itch.io page and an unity play page Small changes I have made small changes all around the game, like in level 2 i added an fade transition when leaving I also made changes to the first room with better dialogue and more interactable stuff. Bug fixes I fixed bugs like in the first parkour section where the teleport back up wasnt working, or when some sounds didnt work in some levels So this is my LAST DEVLOG (pun intended) and thanks to everyone who has been liking my devlogs and stuff!
Ships:
How to play Go to my itch.io page (the demo link) and download the game, extract the .zip file and launch the file called LAST SIGNAL.EXE If you are on another OS than windows Just go to the GitHub readme and there will be an link to my unity play page. MY CUSTOM SHADER DOESNT WORK IN THE BROWSER SO PLEASE TEST THE ACTUAL VERSION IF YOU CAN! What did i make? I made an horror game in unity from scratch with the following made by me: All of the 3D models All of the scripts Whole storyline Majority of the music All of the scripts What is it about? LASTSIGNAL follows an story of an random guy finding himself inside weird rooms, later he realizes that this is an simulation and he has to find his way out, in the game the objective shifts from just finding an way out, to destroying the simulation and freeing everybody in there. How did i make it? I made the 3D models in blockbench, made scripts in VS code using C# and made the storyline in my head :D Controls In the game you will use your mouse to look around and WASD to move, you can interact with objects by looking at them and pressing E. In the end of the game in the parkour sections you will have to use SHIFT to sprint and SPACE to jump. Secrets and easter eggs I have made paper files all around the game telling the stories of other people in the simulation, i also made easter eggs hinting at stardance and my other projects. Minigames LASTSIGNAL has many minigames like hacking, password remembering and submitting codes....
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1793004520.288401
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1793090920.288401
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69074
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the Cheet Sheet by @wxie223 | Stardance
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wxie223
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0
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0.0
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0
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[]
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[]
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Title: the Cheet Sheet by @wxie223 | Stardance
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1792475612.6646519
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1793339612.6646519
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55015
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the AlwaysWake clock by @thaimin01 | Stardance
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thaimin01
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0
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8.41
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0
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[]
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[{"post_id": 73009, "ts": "202 [{"post_id": 73009, "ts": "2026-09-24T06:36:24Z", "hours": 0.8667, "text": "STARDANCE IS EXTENDED So i spend sometimes fixing my mistake for shipping and this is like the 5th times, 6th times maybe ?"}, {"post_id": 62614, "ts": "2026-09-06T02:36:53Z", "hours": 1.1667, "text": "SUPER HOT TAKE: PINEAPPLE ACTUALLY TASTE GOOD ON A PIZZA, YALL ARE JUST LARPING ITALIAN So today, i finished my 3d mode and went on a find for electric simulation, that has rp2040, C++ to code the rp2040 (ik ik i am weird). But apparently, they are either a client that only god khows how to use and a payed software on steam"}, {"post_id": 62064, "ts": "2026-09-05T09:21:28Z", "hours": 2.5, "text": "Cad So today, i started on the 3d modeling, and you expect to be something creative or cool. But since my creativity is being held back by some reasons… And i just mad a boring grey box. Yes, it’s a box, with 4 insert hole for head insert, ye thats it. not finished yet, maybe tomorrow. Looking at the grey box you wouldnt even think its a alarm clock"}, {"post_id": 60569, "ts": "2026-09-03T00:21:25Z", "hours": 0.8833, "text": "My horrible attemp at redisigning the PCB So. I thought to myself that “Oooh, i think the dip footprint is better” So I went on and redisgned it, But OMG theres just a bunch of errors so i just revert all the way to the og. Horrible anyway CAT"}, {"post_id": 56423, "ts": "2026-08-28T05:57:45Z", "hours": 1.3667, "text": "Devlog 2: Finished the pcb, write the read me and finished the project info"}, {"post_id": 55563, "ts": "2026-08-27T14:29:22Z", "hours": 1.6294, "text": "Devlog 1: New day, New project Finish the schematic Ye, that’s it"}]...
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Title: the AlwaysWake clock by @thaimin01 | Starda Title: the AlwaysWake clock by @thaimin01 | Stardance
Devlogs:
Devlog 1: New day, New project Finish the schematic Ye, that’s it
Devlog 2: Finished the pcb, write the read me and finished the project info
My horrible attemp at redisigning the PCB So. I thought to myself that “Oooh, i think the dip footprint is better” So I went on and redisgned it, But OMG theres just a bunch of errors so i just revert all the way to the og. Horrible anyway CAT
Cad So today, i started on the 3d modeling, and you expect to be something creative or cool. But since my creativity is being held back by some reasons… And i just mad a boring grey box. Yes, it’s a box, with 4 insert hole for head insert, ye thats it. not finished yet, maybe tomorrow. Looking at the grey box you wouldnt even think its a alarm clock
SUPER HOT TAKE: PINEAPPLE ACTUALLY TASTE GOOD ON A PIZZA, YALL ARE JUST LARPING ITALIAN So today, i finished my 3d mode and went on a find for electric simulation, that has rp2040, C++ to code the rp2040 (ik ik i am weird). But apparently, they are either a client that only god khows how to use and a payed software on steam
STARDANCE IS EXTENDED So i spend sometimes fixing my mistake for shipping and this is like the 5th times, 6th times maybe ?...
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1792479141.4833176
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1793083941.4833176
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59285
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the 8ttp by @daviipkp | Stardance
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daviipkp
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0
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8.29
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0
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[]
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[{"post_id": 69014, "ts": "202 [{"post_id": 69014, "ts": "2026-09-16T06:52:25Z", "hours": 2.1581, "text": "it’s finally a useful tool! in the terminal screenshot, here’s what happened: i displayed the info of the server test, which is on port 8080 and has two endpoints (since one of them is ‘*’, any endpoint will trigger an action). after that I set the action of the endpoint ‘*’ (which means all) to be print_payload. then i started the server, which made it start listening to the listed endpoints on port 8080. when a POST was sent to the port in the endpoint log, the action print_payload was triggered. I will now use this to check the payloads from another app of mine, and it’ll allow me to build it ready to ship (instead of for example debug the values with prints or something)"}, {"post_id": 67796, "ts": "2026-09-14T01:26:32Z", "hours": 3.5108, "text": "whole ton of progress!! improved server manager created a CLI manager added sqlite support (once created commands wont vanish until deleted) config.yml added added commands start, stop, list, info, endpoint and create"}, {"post_id": 65262, "ts": "2026-09-10T08:24:11Z", "hours": 0.3733, "text": "just doing some research and testing with javalin"}, {"post_id": 63468, "ts": "2026-09-07T10:40:59Z", "hours": 2.2461, "text": "Initial structure implemented created three main commands (list, edit and create) implemented a bit of error handling implemented the command actions"}]...
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Title: the 8ttp by @daviipkp | Stardance
Devlogs: Title: the 8ttp by @daviipkp | Stardance
Devlogs:
Initial structure implemented created three main commands (list, edit and create) implemented a bit of error handling implemented the command actions
just doing some research and testing with javalin
whole ton of progress!! improved server manager created a CLI manager added sqlite support (once created commands wont vanish until deleted) config.yml added added commands start, stop, list, info, endpoint and create
it’s finally a useful tool! in the terminal screenshot, here’s what happened: i displayed the info of the server test, which is on port 8080 and has two endpoints (since one of them is ‘*’, any endpoint will trigger an action). after that I set the action of the endpoint ‘*’ (which means all) to be print_payload. then i started the server, which made it start listening to the listed endpoints on port 8080. when a POST was sent to the port in the endpoint log, the action print_payload was triggered. I will now use this to check the payloads from another app of mine, and it’ll allow me to build it ready to ship (instead of for example debug the values with prints or something)...
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1792792229.1916785
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1793397029.1916785
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58339
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that one fart game (Unity Puzzle Game) by @Filipit that one fart game (Unity Puzzle Game) by @Filipity | Stardance...
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Filipity
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0
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0.0
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0
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[]
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[]
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Title: that one fart game (Unity Puzzle Game) by @ Title: that one fart game (Unity Puzzle Game) by @Filipity | Stardance...
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1792745627.227616
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1793350427.227616
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38960
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textmate-wakatime fixes by @atomtables | Stardance
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atomtables
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-24T16:45:59Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I forked the textmate-wakatime repo, a repo that had feature updates last in 2015, and updated it to work well with modern wakatime-cli. This includes a status indicator, proper time tracking, categories, and more. Check it out! video of action is included in the release, it does take 2 minutes since the heartbeats happens at a normal pace.", "repo": "https://github.com/atomtables/textmate-wakatime/tree/fixes", "demo": "https://github.com/atomtables/textmate-wakatime/releases/tag/v2.0.0"}]...
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[{"post_id": 33862, "ts": "202 [{"post_id": 33862, "ts": "2026-07-24T03:57:42Z", "hours": 2.9033, "text": "well that was a while debugging. I unfortunately spent more hours than I’d care on this. this is a fork of a textmate-wakatime, a wakatime plugin for textmate, a macos editor. Compared to the previous release, the modified v2.0.0 release builds on the 1.0.2 release (since the 1.0.3 release doesn’t seem to exist). It adds cursor position, the current time coded today under the File menu, adds OSX 10.9 support, removes legacy references to back when wakatime-cli was a Python project, fixes issues where Textmate autosaves within 2 seconds of a modification, destroying performance by spamming heartbeats. that’s a lot of things. the weird thing about this project is that it was very old. it doesn’t have configuration for stuff like a getter-setter-auto-synthesizer, but was compiled with the osx 10.10 sdk. The rate limiting must have been different, since a write heartbeat happens everytime the user touches a key, and write heartbeats bypass rate limiting, causing a ton of heartbeats to be generated in a 3 second period adding line number functionality wasn’t as fun as it was for xcode. Xcode’s editor is directly exposed, but you have to dig into the view hierachy in the window to search for a custom TextView and find the index of the cursor in there. It doesn’t just appear in the FirstResponder, which was annoying. never the less, i got this working. The only reason I’m using Textmate is because it was on the mavericksforever.com website, and Webstorm and VS Code (at least the working ones for mavericks) are too old to work with Svelte 5, and Sublime text 3 is too ugly to use and doesn’t have a working LSP anyway. textmate isn’t even that bad of an option, considering there’s no way I’ll have LSP available. if you still use TextMate on a version of OSX that doesn’t make a fuss about signed code injections, you should be able to use this! But it is a wakatime extension, so you probably don’t need to."}]...
|
Title: textmate-wakatime fixes by @atomtables | St Title: textmate-wakatime fixes by @atomtables | Stardance
Devlogs:
well that was a while debugging. I unfortunately spent more hours than I’d care on this. this is a fork of a textmate-wakatime, a wakatime plugin for textmate, a macos editor. Compared to the previous release, the modified v2.0.0 release builds on the 1.0.2 release (since the 1.0.3 release doesn’t seem to exist). It adds cursor position, the current time coded today under the File menu, adds OSX 10.9 support, removes legacy references to back when wakatime-cli was a Python project, fixes issues where Textmate autosaves within 2 seconds of a modification, destroying performance by spamming heartbeats. that’s a lot of things. the weird thing about this project is that it was very old. it doesn’t have configuration for stuff like a getter-setter-auto-synthesizer, but was compiled with the osx 10.10 sdk. The rate limiting must have been different, since a write heartbeat happens everytime the user touches a key, and write heartbeats bypass rate limiting, causing a ton of heartbeats to be generated in a 3 second period adding line number functionality wasn’t as fun as it was for xcode. Xcode’s editor is directly exposed, but you have to dig into the view hierachy in the window to search for a custom TextView and find the index of the cursor in there. It doesn’t just appear in the FirstResponder, which was annoying. never the less, i got this working. The only reason I’m using Textmate is because it was on the mavericksforever.com website, and Webstorm and VS Code (at least the working ones for mavericks) are too old to work with Svelte 5, and Sublime text 3 is too ugly to use and doesn’t have a working LSP anyway. textmate isn’t even that bad of an option, considering there’s no way I’ll have LSP available. if you still use TextMate on a version of OSX that doesn’t make a fuss about signed code injections, you should be able to use this! But it is a wakatime extension, so you probably don’t need to.
Ships:
I forked the textmate-wakatime repo, a repo that had feature updates last in 2015, and updated it to work well with modern wakatime-cli. This includes a status indicator, proper time tracking, categories, and more. Check it out! video of action is included in the release, it does take 2 minutes since the heartbeats happens at a normal pace....
|
1793123756.2779343
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1793210156.2779343
|
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46814
|
text to desmos by @z2 | Stardance
|
z2
|
0
|
45.8
|
0
|
[]
|
[{"post_id": 81202, "ts": "202 [{"post_id": 81202, "ts": "2026-10-20T08:20:32Z", "hours": 2.1039, "text": "Implemented exporting and added text segment metrics. It’s 4 am here. This is my final devlog, goodbye 👋"}, {"post_id": 81174, "ts": "2026-10-20T05:57:42Z", "hours": 11.1444, "text": "Polished up everything. A lot of UI work and a few other changes I can’t remember. Anyways, we finally have something resembling a MVP :)"}, {"post_id": 79239, "ts": "2026-10-13T05:18:31Z", "hours": 7.4878, "text": "Finally embedded the actual calculator (which was surprisingly easy, thanks desmos team!) Also, I fixed a bug where control points were being rounded to a grid at small font sizes. I don’t think the current error metric for bezier curve flatness is good, since it’s a distance that depends on the size of the curve (which depends on font size). Maybe I could just scale the threshold by the font size, but I’d have to look more into it. That’s why in the new screenshot, there are way too many samples, even though I set the tolerance slider to the max. The sampling now happens in glyph space, which is at a way larger scale (1em = around 1000 units) compared to the output space, and I forgot to change the slider’s bounds. Also did a bunch of rewrites, and bumped the text shaping/font loading dependencies; their new API is so much simpler that I was able to get rid of a dependency I previously needed. It’s funny, but I regret that I had to deal with the old API."}, {"post_id": 70388, "ts": "2026-09-19T02:56:00Z", "hours": 1.5586, "text": "Implemented recursive subdivision sampling (why was this so easy?) Basically you split each cubic curve into two cub-curves at t=0.5, and repeat until the curve is approximately a line segment. Though I need to find error metrics that are easy to understand, the current one depends on font size. Image: sample points in black, control points in blue"}, {"post_id": 66194, "ts": "2026-09-11T21:13:10Z", "hours": 4.2167, "text": "Refactoring and cleaning up, in preparation for at least 2 more sampling options (fixed density and adaptive). Also removed duplicated code so that the debug view actually reflects the polygon output, instead of doing its own text shaping. Have random code screenshots now"}, {"post_id": 64570, "ts": "2026-09-09T02:34:21Z", "hours": 2.7386, "text": "Cleaned up the code and implemented a makeshift curve sampler. Currently I’m taking a fixed number of samples for each bezier segment in the glyph splines, so the resolution is inconsistent and there’s way more points than necessary in some places."}, {"post_id": 61702, "ts": "2026-09-04T18:59:18Z", "hours": 5.7539, "text": "Can now load .woff and .woff2 fonts, and the decompressed font & its shaper are stored globally instead of re-parsing every text update. I’m just outputting control points now, but soon I can finally implement the actual sampling. Also, something weird is going on with the Fira code variable font?"}, {"post_id": 50075, "ts": "2026-08-19T04:07:14Z", "hours": 8.8028, "text": "Drawing text to an svg path. Also set up a debug ui to make sure the text shaping (glyph layout, ligatures, etc) is being done properly. For that, I ended up using a recent HarfBuzz port with basically no docs, which was really fun and not at all hard to understand. I also spent a lot of time searching up browser apis on MDN, and figuring out how to work with async. Next up: keep the parsed font loaded on the Rust side detect and decompress .woff files actually convert it to polygon allow specifying fallback fonts find out how to allow more formatted text (italic/bold, line breaks, centering, etc)"}, {"post_id": 45325, "ts": "2026-08-11T18:19:47Z", "hours": 1.9942, "text": "First commit, I finished setting up the tooling and a template for svelte/wasm. Now time to go learn svelte"}]...
|
Title: text to desmos by @z2 | Stardance
Devlogs: Title: text to desmos by @z2 | Stardance
Devlogs:
First commit, I finished setting up the tooling and a template for svelte/wasm. Now time to go learn svelte
Drawing text to an svg path. Also set up a debug ui to make sure the text shaping (glyph layout, ligatures, etc) is being done properly. For that, I ended up using a recent HarfBuzz port with basically no docs, which was really fun and not at all hard to understand. I also spent a lot of time searching up browser apis on MDN, and figuring out how to work with async. Next up: keep the parsed font loaded on the Rust side detect and decompress .woff files actually convert it to polygon allow specifying fallback fonts find out how to allow more formatted text (italic/bold, line breaks, centering, etc)
Can now load .woff and .woff2 fonts, and the decompressed font & its shaper are stored globally instead of re-parsing every text update. I’m just outputting control points now, but soon I can finally implement the actual sampling. Also, something weird is going on with the Fira code variable font?
Cleaned up the code and implemented a makeshift curve sampler. Currently I’m taking a fixed number of samples for each bezier segment in the glyph splines, so the resolution is inconsistent and there’s way more points than necessary in some places.
Refactoring and cleaning up, in preparation for at least 2 more sampling options (fixed density and adaptive). Also removed duplicated code so that the debug view actually reflects the polygon output, instead of doing its own text shaping. Have random code screenshots now
Implemented recursive subdivision sampling (why was this so easy?) Basically you split each cubic curve into two cub-curves at t=0.5, and repeat until the curve is approximately a line segment. Though I need to find error metrics that are easy to understand, the current one depends on font size. Image: sample points in black, control points in blue
Finally embedded the actual calculator (which was surprisingly easy, thanks desmos team!) Also, I fixed a bug where control points were being rounded to a grid at small font sizes. I don’t think the current error metric for bezier curve flatness is good, since it’s a distance that depends on the size of the curve (which depends on font size). Maybe I could just scale the threshold by the font size, but I’d have to look more into it. That’s why in the new screenshot, there are way too many samples, even though I set the tolerance slider to the max. The sampling now happens in glyph space, which is at a way larger scale (1em = around 1000 units) compared to the output space, and I forgot to change the slider’s bounds. Also did a bunch of rewrites, and bumped the text shaping/font loading dependencies; their new API is so much simpler that I was able to get rid of a dependency I previously needed. It’s funny, but I regret that I had to deal with the old API.
Polished up everything. A lot of UI work and a few other changes I can’t remember. Anyways, we finally have something resembling a MVP :)
Implemented exporting and added text segment metrics. It’s 4 am here. This is my final devlog, goodbye 👋...
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1792489845.8267293
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1793094645.8267293
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5966
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text based thing by @HighLatency | Stardance
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HighLatency
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0
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0.0
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0
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[]
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[]
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Title: text based thing by @HighLatency | Stardanc Title: text based thing by @HighLatency | Stardance...
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1792774499.0662403
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1793379299.0662403
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61658
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text and image converter by @jenilparikh131110 | S text and image converter by @jenilparikh131110 | Stardance...
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jenilparikh131110
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0
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0.0
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0
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[]
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[]
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Title: text and image converter by @jenilparikh131 Title: text and image converter by @jenilparikh131110 | Stardance...
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1793040762.3912144
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1793645562.3912144
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61664
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text and image converter by @jenilparikh131110 | S text and image converter by @jenilparikh131110 | Stardance...
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jenilparikh131110
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0
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0.0
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0
|
[]
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[]
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Title: text and image converter by @jenilparikh131 Title: text and image converter by @jenilparikh131110 | Stardance...
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1793040764.8699732
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1793645564.8699732
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42699
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tets by @secretx | Stardance
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secretx
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0
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0.0
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0
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[]
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[]
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Title: tets by @secretx | Stardance
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1792518682.529969
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1793123482.529969
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9951
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tetros by @kmdw | Stardance
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kmdw
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0
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0.0
|
0
|
[]
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[]
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Title: tetros by @kmdw | Stardance
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1792705844.5443113
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1793310644.5443113
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25462
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tetris keypad by @ericw6408 | Stardance
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ericw6408
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0
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0.0
|
0
|
[]
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[]
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Title: tetris keypad by @ericw6408 | Stardance
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1792745742.6468496
|
1793350542.6468496
|
|
17084
|
tetris by @bisratisw | Stardance
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bisratisw
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0
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0.0
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0
|
[]
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[]
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Title: tetris by @bisratisw | Stardance
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1792684361.8698697
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1793289161.8698697
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57016
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tetra by @shailesh | Stardance
|
|
0
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3.6
|
0
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[]
|
[{"post_id": 61736, "ts": "202 [{"post_id": 61736, "ts": "2026-09-04T19:49:51Z", "hours": 2.4836, "text": "finished the y-axis movement parts"}, {"post_id": 59452, "ts": "2026-09-01T09:48:59Z", "hours": 1.1169, "text": "did like the frame and one part"}]...
|
Title: tetra by @shailesh | Stardance
Devlogs:
di Title: tetra by @shailesh | Stardance
Devlogs:
did like the frame and one part
finished the y-axis movement parts...
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1792925554.6086493
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1793789554.6086493
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6864
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tetoris (name not final) by @Preloading | Stardanc tetoris (name not final) by @Preloading | Stardance...
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Preloading
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0
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4.96
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0
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[]
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[{"post_id": 6656, "ts": "2026 [{"post_id": 6656, "ts": "2026-06-11T04:51:39Z", "hours": 4.1836, "text": "So I actually patched to to a new custom server, which should have both footer & a very basic homepage, but for some reason it’s quite mad at what i’m sending it, and I am yet to find out why."}, {"post_id": 1844, "ts": "2026-06-04T01:50:25Z", "hours": 0.4844, "text": "homepage from apple now loads. however, since most of these are like brand new apps, i’m just not gonna use what apple gave me :)"}, {"post_id": 1787, "ts": "2026-06-04T00:02:48Z", "hours": 0.2961, "text": "gotta start somewhere, setup building stuff and patched the SSDebugLog thing, so now i get logs"}]...
|
Title: tetoris (name not final) by @Preloading | S Title: tetoris (name not final) by @Preloading | Stardance
Devlogs:
gotta start somewhere, setup building stuff and patched the SSDebugLog thing, so now i get logs
homepage from apple now loads. however, since most of these are like brand new apps, i’m just not gonna use what apple gave me :)
So I actually patched to to a new custom server, which should have both footer & a very basic homepage, but for some reason it’s quite mad at what i’m sending it, and I am yet to find out why....
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1792781316.7451258
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1793386116.7451258
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33386
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tetolife by @bucketofsilverfish | Stardance
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bucketofsilverfish
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0
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2.31
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0
|
[]
|
[{"post_id": 26633, "ts": "202 [{"post_id": 26633, "ts": "2026-07-11T15:53:38Z", "hours": 1.1367, "text": "I’m making a Teto desktop buddy that can replay what you write/say in the Teto voice. Today I’ve made the text analyzer which can split the text into syllables and generates notes for them. As of right now I haven’t made the text to talkloid program but hopefully I can get that done in the next devlog."}, {"post_id": 26473, "ts": "2026-07-11T09:13:06Z", "hours": 1.1717, "text": "Teto"}]...
|
Title: tetolife by @bucketofsilverfish | Stardance Title: tetolife by @bucketofsilverfish | Stardance
Devlogs:
Teto
I’m making a Teto desktop buddy that can replay what you write/say in the Teto voice. Today I’ve made the text analyzer which can split the text into syllables and generates notes for them. As of right now I haven’t made the text to talkloid program but hopefully I can get that done in the next devlog....
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1792486279.6933339
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1793091079.6933339
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7511
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teto by @subhansh | Stardance
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1
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1.58
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T17:40:51Z", "hours": 1.0, "multiplier": 1.19, "payout": 1, "blessing": "neutral", "text": "made a slack bot with 25 commands!", "repo": "https://github.com/subhansh-dev/slack-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0B8W5WP5M5"}]...
|
[{"post_id": 5633, "ts": "2026 [{"post_id": 5633, "ts": "2026-06-09T14:39:48Z", "hours": 0.5764, "text": "okaaa shes completet and now responding fine !!!"}, {"post_id": 2421, "ts": "2026-06-04T21:54:00Z", "hours": 0.6633, "text": "wawawa created my first slack-bot meow"}]...
|
Title: teto by @subhansh | Stardance
Devlogs:
waw Title: teto by @subhansh | Stardance
Devlogs:
wawawa created my first slack-bot meow
okaaa shes completet and now responding fine !!!
Ships:
made a slack bot with 25 commands!...
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1793000918.1582062
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1793087318.1582062
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70345
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tesxt by @cl0ver | Stardance
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cl0ver
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0
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0.0
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0
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[]
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[]
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Title: tesxt by @cl0ver | Stardance
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1793001147.9808788
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1793605947.9808788
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119
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testy mc test face by @RR | Stardance
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RR
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0
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0.0
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0
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[]
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[]
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Title: testy mc test face by @RR | Stardance
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1792637493.027676
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1793242293.027676
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55191
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testttttttt by @porgsrpogs | Stardance
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porgsrpogs
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0
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0.0
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0
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[]
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[]
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Title: testttttttt by @porgsrpogs | Stardance
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1792486212.3139625
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1793091012.3139625
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19738
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testttt by @shash | Stardance
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shash
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0
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2.1
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0
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[]
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[{"post_id": 9793, "ts": "2026 [{"post_id": 9793, "ts": "2026-06-16T07:09:22Z", "hours": 2.0978, "text": "test"}]...
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Title: testttt by @shash | Stardance
Devlogs:
tes Title: testttt by @shash | Stardance
Devlogs:
test...
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1792623267.015983
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1793228067.015983
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30563
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testtt by @hann | Stardance
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hann
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0
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0.0
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0
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[]
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[]
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Title: testtt by @hann | Stardance
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1792932844.5932617
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1793796844.5932617
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55180
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testt by @porgsrpogs | Stardance
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porgsrpogs
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0
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0.72
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0
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[]
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[{"post_id": 55886, "ts": "202 [{"post_id": 55886, "ts": "2026-08-27T19:50:35Z", "hours": 0.7189, "text": "a"}]...
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Title: testt by @porgsrpogs | Stardance
Devlogs:
Title: testt by @porgsrpogs | Stardance
Devlogs:
a...
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1792486199.735976
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1793090999.735976
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7900
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testset by @testsdegga | Stardance
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testsdegga
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0
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0.0
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0
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[]
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[]
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Title: testset by @testsdegga | Stardance
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1792802906.9852195
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1793407706.9852195
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26214
|
testing testing by @_ | Stardance
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_
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0
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0.0
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0
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[]
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[]
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Title: testing testing by @_ | Stardance
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1792730977.8070226
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1793335777.8070226
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2930
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testing project? by @chocfrostedsugarbombs | Stard testing project? by @chocfrostedsugarbombs | Stardance...
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chocfrostedsugarbombs
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0
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0.0
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0
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[]
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[]
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Title: testing project? by @chocfrostedsugarbombs Title: testing project? by @chocfrostedsugarbombs | Stardance...
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1792533245.9475508
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1793138045.9475508
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2468
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testing place by @filmiguess | Stardance
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filmiguess
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0
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0.0
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0
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[]
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[]
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Title: testing place by @filmiguess | Stardance
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1792554463.8409746
|
1793159263.8409746
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44654
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testing hackatime bug by @Mish | Stardance
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Mish
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0
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0.6
|
0
|
[]
|
[{"post_id": 56879, "ts": "202 [{"post_id": 56879, "ts": "2026-08-28T21:25:21Z", "hours": 0.3189, "text": "testing with a video!"}, {"post_id": 42079, "ts": "2026-08-06T17:16:45Z", "hours": 0.2803, "text": "yip yip yip"}]...
|
Title: testing hackatime bug by @Mish | Stardance
Title: testing hackatime bug by @Mish | Stardance
Devlogs:
yip yip yip
testing with a video!...
|
1792594427.1763144
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1793199227.1763144
|
|
6180
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testing by @forgotten216 | Stardance
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forgotten216
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0
|
0.0
|
0
|
[]
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[]
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Title: testing by @forgotten216 | Stardance
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1792712971.2670093
|
1793317771.2670093
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142
|
testing by @clofour | Stardance
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clofour
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0
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0.0
|
0
|
[]
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[]
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Title: testing by @clofour | Stardance
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1792590677.4653811
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1793195477.4653811
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19739
|
testfiles by @shash | Stardance
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shash
|
0
|
0.29
|
0
|
[]
|
[{"post_id": 9794, "ts": "2026 [{"post_id": 9794, "ts": "2026-06-16T07:10:35Z", "hours": 0.2872, "text": "testfiles"}]...
|
Title: testfiles by @shash | Stardance
Devlogs:
t Title: testfiles by @shash | Stardance
Devlogs:
testfiles...
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1792734897.5630536
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1793339697.5630536
|
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14315
|
testeur d'ip by @imgroot_2012 | Stardance
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imgroot_2012
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0
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0.0
|
0
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[]
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[]
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Title: testeur d'ip by @imgroot_2012 | Stardan Title: testeur d'ip by @imgroot_2012 | Stardance...
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1792691393.3579931
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1793296193.3579931
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55182
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test4 fraud squad please dont assassinate me by @p test4 fraud squad please dont assassinate me by @porgsrpogs | Stardance...
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porgsrpogs
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0
|
0.13
|
0
|
[]
|
[{"post_id": 55914, "ts": "202 [{"post_id": 55914, "ts": "2026-08-27T19:54:08Z", "hours": 0.1336, "text": "e"}]...
|
Title: test4 fraud squad please dont assassinate m Title: test4 fraud squad please dont assassinate me by @porgsrpogs | Stardance
Devlogs:
e...
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1792486201.4437726
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1793091001.4437726
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|
6646
|
test2 by @aadya_panchal | Stardance
|
aadya_panchal
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: test2 by @aadya_panchal | Stardance
|
1792785009.571029
|
1793389809.571029
|
|
17310
|
test1 by @AFPlayz | Stardance
|
AFPlayz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: test1 by @AFPlayz | Stardance
|
1792637677.5561316
|
1793242477.5561316
|
|
43100
|
test.project by @Qwertyzlx | Stardance
|
Qwertyzlx
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: test.project by @Qwertyzlx | Stardance
|
1792536519.0122705
|
1793141319.0122705
|
|
39718
|
test your skills by @vojtahojda1 | Stardance
|
vojtahojda1
|
0
|
1.63
|
0
|
[]
|
[{"post_id": 34811, "ts": "202 [{"post_id": 34811, "ts": "2026-07-25T20:24:21Z", "hours": 1.6283, "text": "day one today i build this, typing skills"}]...
|
Title: test your skills by @vojtahojda1 | Stardanc Title: test your skills by @vojtahojda1 | Stardance
Devlogs:
day one today i build this, typing skills...
|
1792766923.9447806
|
1793371723.9447806
|
|
60583
|
test test by @HikarusTenacity | Stardance
|
HikarusTenacity
|
0
|
10.31
|
0
|
[]
|
[{"post_id": 78193, "ts": "202 [{"post_id": 78193, "ts": "2026-10-09T22:42:48Z", "hours": 10.3058, "text": "primarily worked on fixes on imports and documentation, generally most of the types and constants are better organized than before, using defensive typing. Page is unable to load because I’m not done but I need to log the time"}]...
|
Title: test test by @HikarusTenacity | Stardance
Title: test test by @HikarusTenacity | Stardance
Devlogs:
primarily worked on fixes on imports and documentation, generally most of the types and constants are better organized than before, using defensive typing. Page is unable to load because I’m not done but I need to log the time...
|
1793036886.878707
|
1793641686.878707
|