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4801
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My awesome macropad! by @celiaaa | Stardance
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celiaaa
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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: My awesome macropad! by @celiaaa | Stardanc Title: My awesome macropad! by @celiaaa | Stardance...
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1792720077.2946684
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1793324877.2946684
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4802
|
ResumeBot by @web | Stardance
|
web
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T18:13:19Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Tired of drafting countless applications for your co-ops? Opportune helps people organize their skills and experiences to automatically find suitable opportunities and draft application materials.", "repo": "https://github.com/Web1000/Opportune", "demo": "https://web1000.hackclub.app/"}]...
|
[{"post_id": 4635, "ts": "2026 [{"post_id": 4635, "ts": "2026-06-08T00:54:31Z", "hours": 3.1828, "text": "Search bar"}]...
|
Title: ResumeBot by @web | Stardance
Devlogs:
Sea Title: ResumeBot by @web | Stardance
Devlogs:
Search bar
Ships:
Tired of drafting countless applications for your co-ops? Opportune helps people organize their skills and experiences to automatically find suitable opportunities and draft application materials....
|
1793123558.1729481
|
1793209958.1729481
|
|
4803
|
My first slack bot! by @harveersmotoe | Stardance
|
harveersmotoe
|
0
|
0.5
|
0
|
[]
|
[{"post_id": 1308, "ts": "2026 [{"post_id": 1308, "ts": "2026-06-03T06:58:06Z", "hours": 0.4964, "text": "Underlying code"}]...
|
Title: My first slack bot! by @harveersmotoe | Sta Title: My first slack bot! by @harveersmotoe | Stardance
Devlogs:
Underlying code...
|
1792691434.2760684
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1793296234.2760684
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4804
|
Universal Civilization Sim by @Niamh | Stardance
|
Niamh
|
1
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17.0
|
145
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T00:15:30Z", "hours": 17.0, "multiplier": 10.31, "payout": 145, "blessing": "neutral", "text": "UniCivSim This is my first ship and I’m excited. This is UniCivSim short for Universal Civilization Simulation (Genius name I know), it’s meant to approximate dark forest theory, which is a theory of how interstellar civilisations interact based in game theory and it ends with claiming that civilisation have two options their either Destroy any other civilisation they encounter Hide from all other civilisations The main aspect of this that I couldn’t approximate is information. In dark forest theory lack of information is what means the benevolent civilisations are better off hiding then going out searching for others like then. In my civilisation simulator they have the benefit of perfect information, when two civs meet their interaction is instantly determined by their behaviour. This leads to an interestingly different conclusion, the simulations always end with only benevolent empires remaining which paints quote a hopeful picture of the far future. Anyway I hope you enjoy playing around with the factors and thank you for rating my project.", "repo": "https://github.com/NiamhGrimesMcDonough/UniCivSim", "demo": "https://github.com/NiamhGrimesMcDonough/UniCivSim/releases/tag/Release"}]...
|
[{"post_id": 20401, "ts": "202 [{"post_id": 20401, "ts": "2026-07-02T00:04:08Z", "hours": 4.1308, "text": "V1.0 ON MY CIVILIZATION SIMULATOR! It’s been a while since I posted a devlog on this project. I’ve been working on getting this to a minimum viable product for release so that’s bug fixing, core features and packaging. Features More complex civilisation behaviour Improved settings screen Full screen Notes Honestly my heart was never really in this project, I was mainly trying to build the courage to work on hardware which I think I’ve secured (You can hopefully expect some rocketry based stuff from me in future) but I have done my best to build something I can be proud of."}, {"post_id": 17011, "ts": "2026-06-27T16:39:05Z", "hours": 4.9925, "text": "V0.6 on my Civilization Simulator On the latest release we now have a settings menu that allows you to adjust the factors affecting the simulation. New Features A settings menu that launches on startup and allows you to adjust the simulation. A text file that stores the variables for easy editing Planned Features Implement more behaviors for civilizations encountering one another based off of more varied factors such as benevolence, malevolence and desperation Clean up UI and add a setting menu to tweak the factors of the simulation Add dialogue elements to easier understand what is going on Package into an exe application One step closer to first ship!"}, {"post_id": 12197, "ts": "2026-06-19T22:12:23Z", "hours": 4.0464, "text": "V0.5 on my Civilization Simulator In this latest version we now have civilizations that are spawned randomly based on the variables for the Drake equation The average rate of star formation in our galaxy The fraction of those stars that have planets The average number of planets that could support life that actually develop life at some point. The fraction of planets that develop life that go on the develop intelligent life The fraction of civilizations that develop a technology that releases detectable signs of their existence into space The length of time for which such civilizations release detectable signal into space. In this implementation we don’t use the rate of star formation as we already decide seperatly how many stars we will include in our simulation. Current Features We can create a randomly generated star map in a window We can create civilizations in some of those stars based off of the drake equation We can have those civilizations expand at a factor of the speed of light accelerating and related to their level of technology We can have those civilizations interact in a way that is loosely based on dark forest theory Planned Features Implement more behaviours for civilizations encountering one another based off of more varied factors such as benevolance, malevolance and desperation Clean up UI and add a setting menu to tweak the factors of the simulation Add dialogue elements to easier understand what is going on Package into an exe application"}, {"post_id": 9550, "ts": "2026-06-15T22:34:19Z", "hours": 2.1931, "text": "I reprogrammed the rendering to go from tkinter to pygame, this will be a better basis for future functionality. The plan currently is to keep it simple so, when generating a star we’ll run odds for whether there’s a civilization there based off your options for the drake equation. From there we’ll spawn a sprite that expands at some factor of the speed of light, when it collides with another sprite we’ll run a random chance at first we’ll base this fully off dark forest theory so they’ll always destroy each other, which destroys the other will depend on age and a randomly determined factor called desperation. Once I have the basic system working I want to add more complex behaviors where civilizations can merge or co-exist✨"}, {"post_id": 2455, "ts": "2026-06-04T23:06:03Z", "hours": 1.725, "text": "First version of my universe sim, so far it just build out the 2d star field that the rest will be built on top of."}]...
|
Title: Universal Civilization Sim by @Niamh | Star Title: Universal Civilization Sim by @Niamh | Stardance
Devlogs:
First version of my universe sim, so far it just build out the 2d star field that the rest will be built on top of.
I reprogrammed the rendering to go from tkinter to pygame, this will be a better basis for future functionality. The plan currently is to keep it simple so, when generating a star we’ll run odds for whether there’s a civilization there based off your options for the drake equation. From there we’ll spawn a sprite that expands at some factor of the speed of light, when it collides with another sprite we’ll run a random chance at first we’ll base this fully off dark forest theory so they’ll always destroy each other, which destroys the other will depend on age and a randomly determined factor called desperation. Once I have the basic system working I want to add more complex behaviors where civilizations can merge or co-exist✨
V0.5 on my Civilization Simulator In this latest version we now have civilizations that are spawned randomly based on the variables for the Drake equation The average rate of star formation in our galaxy The fraction of those stars that have planets The average number of planets that could support life that actually develop life at some point. The fraction of planets that develop life that go on the develop intelligent life The fraction of civilizations that develop a technology that releases detectable signs of their existence into space The length of time for which such civilizations release detectable signal into space. In this implementation we don’t use the rate of star formation as we already decide seperatly how many stars we will include in our simulation. Current Features We can create a randomly generated star map in a window We can create civilizations in some of those stars based off of the drake equation We can have those civilizations expand at a factor of the speed of light accelerating and related to their level of technology We can have those civilizations interact in a way that is loosely based on dark forest theory Planned Features Implement more behaviours for civilizations encountering one another based off of more varied factors such as benevolance, malevolance and desperation Clean up UI and add a setting menu to tweak the factors of the simulation Add dialogue elements to easier understand what is going on Package into an exe application
V0.6 on my Civilization Simulator On the latest release we now have a settings menu that allows you to adjust the factors affecting the simulation. New Features A settings menu that launches on startup and allows you to adjust the simulation. A text file that stores the variables for easy editing Planned Features Implement more behaviors for civilizations encountering one another based off of more varied factors such as benevolence, malevolence and desperation Clean up UI and add a setting menu to tweak the factors of the simulation Add dialogue elements to easier understand what is going on Package into an exe application One step closer to first ship!
V1.0 ON MY CIVILIZATION SIMULATOR! It’s been a while since I posted a devlog on this project. I’ve been working on getting this to a minimum viable product for release so that’s bug fixing, core features and packaging. Features More complex civilisation behaviour Improved settings screen Full screen Notes Honestly my heart was never really in this project, I was mainly trying to build the courage to work on hardware which I think I’ve secured (You can hopefully expect some rocketry based stuff from me in future) but I have done my best to build something I can be proud of.
Ships:
UniCivSim This is my first ship and I’m excited. This is UniCivSim short for Universal Civilization Simulation (Genius name I know), it’s meant to approximate dark forest theory, which is a theory of how interstellar civilisations interact based in game theory and it ends with claiming that civilisation have two options their either Destroy any other civilisation they encounter Hide from all other civilisations The main aspect of this that I couldn’t approximate is information. In dark forest theory lack of information is what means the benevolent civilisations are better off hiding then going out searching for others like then. In my civilisation simulator they have the benefit of perfect information, when two civs meet their interaction is instantly determined by their behaviour. This leads to an interestingly different conclusion, the simulations always end with only benevolent empires remaining which paints quote a hopeful picture of the far future. Anyway I hope you enjoy playing around with the factors and thank you for rating my project....
|
1793112709.3821607
|
1793199109.3821607
|
|
4805
|
My awesome macropad! by @2kcyym | Stardance
|
2kcyym
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @2kcyym | Stardance
|
1792586916.3811462
|
1793191716.3811462
|
|
4806
|
Untitled project by @Dub | Stardance
|
Dub
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Dub | Stardance
|
1792644758.6503348
|
1793249558.6503348
|
|
4807
|
Artemis 2 mission by @MUNA | Stardance
|
MUNA
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Artemis 2 mission by @MUNA | Stardance
|
1792705669.8998823
|
1793310469.8998823
|
|
4808
|
My awesome macropad! by @project516 | Stardance
|
project516
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @project516 | Stard Title: My awesome macropad! by @project516 | Stardance...
|
1792950733.1215248
|
1793814733.1215248
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4809
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My awesome macropad! by @BrianMana | Stardance
|
BrianMana
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0
|
0.0
|
0
|
[]
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[]
|
Title: My awesome macropad! by @BrianMana | Starda Title: My awesome macropad! by @BrianMana | Stardance...
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1793260275.7210445
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1793865075.7210445
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4810
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AstroPad by @SpaceEvee | Stardance
|
SpaceEvee
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T18:10:19Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My very own try on the Hackpad mission. This one is called, Astropad, serving all my spacey needs!", "repo": "https://github.com/Evyvaan-Space-Lover/AstroPad_Space_Is_Cool", "demo": ""}]...
|
[{"post_id": 6793, "ts": "2026 [{"post_id": 6793, "ts": "2026-06-11T11:55:18Z", "hours": 0.3011, "text": "ASTROPAD UPDATE: i wrote the firmware for it :) (i lost a lot of time due to the Lapse problems yesterday)"}, {"post_id": 4875, "ts": "2026-06-08T13:08:32Z", "hours": 2.0747, "text": "yeah, so i made the plate and a case for it it looks BAD but my first time using fusion so ig its fine"}, {"post_id": 2700, "ts": "2026-06-05T12:18:00Z", "hours": 0.6194, "text": "AstroPad I am making a macropad that shall help in many aspects of my life. Such as space, space and space (I am planning there to be study and programming modes as well, but thats for later) The PCB holds the Microcontroller, four Keys and a pin connector for an OLED screen (for space visuals) and traces (my jokes are bad) It was my first time at making a PCB an I think I did not do a good job, but I’m happy with it."}]...
|
Title: AstroPad by @SpaceEvee | Stardance
Devlogs Title: AstroPad by @SpaceEvee | Stardance
Devlogs:
AstroPad I am making a macropad that shall help in many aspects of my life. Such as space, space and space (I am planning there to be study and programming modes as well, but thats for later) The PCB holds the Microcontroller, four Keys and a pin connector for an OLED screen (for space visuals) and traces (my jokes are bad) It was my first time at making a PCB an I think I did not do a good job, but I’m happy with it.
yeah, so i made the plate and a case for it it looks BAD but my first time using fusion so ig its fine
ASTROPAD UPDATE: i wrote the firmware for it :) (i lost a lot of time due to the Lapse problems yesterday)
Ships:
My very own try on the Hackpad mission. This one is called, Astropad, serving all my spacey needs!...
|
1793116069.8989263
|
1793202469.8989263
|
|
4811
|
My awesome macropad! by @p0pcornmuncher | Stardanc My awesome macropad! by @p0pcornmuncher | Stardance...
|
p0pcornmuncher
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @p0pcornmuncher | S Title: My awesome macropad! by @p0pcornmuncher | Stardance...
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1792720070.0649872
|
1793324870.0649872
|
|
4812
|
My awesome macropad! by @deru | Stardance
|
deru
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @deru | Stardance
|
1793202631.28109
|
1793807431.28109
|
|
4813
|
HARS by @hamit | Stardance
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hamit
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: HARS by @hamit | Stardance
|
1792637311.9163744
|
1793242111.9163744
|
|
4814
|
My awesome macropad! by @joechege | Stardance
|
joechege
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @joechege | Stardan Title: My awesome macropad! by @joechege | Stardance...
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1793188129.371423
|
1793792929.371423
|
|
4815
|
My awesome macropad! by @iam-fidelowino | Stardanc My awesome macropad! by @iam-fidelowino | Stardance...
|
iam-fidelowino
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @iam-fidelowino | S Title: My awesome macropad! by @iam-fidelowino | Stardance...
|
1793181353.1729653
|
1793786153.1729653
|
|
4816
|
My awesome macropad! by @elias | Stardance
|
elias
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @elias | Stardance
|
1793231808.393906
|
1794095808.393906
|
|
4817
|
MMPad by @Mapplect | Stardance
|
Mapplect
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0
|
15.88
|
0
|
[]
|
[{"post_id": 6560, "ts": "2026 [{"post_id": 6560, "ts": "2026-06-11T00:46:25Z", "hours": 2.4972, "text": "4th and last devlog! The Work So Far! Everything is done! I’ve (finally) made the USB cutout so I can actually connect my XIAO. Didn’t make any changes to the design because I couldn’t come up with anything else but I’m happy with everything (especially since this was my first time making a macropad). I hope to make more advanced stuff in the next couple of days/weeks!"}, {"post_id": 5350, "ts": "2026-06-09T02:49:52Z", "hours": 8.0725, "text": "3rd devlog! The Work So Far: The past 8 hours have been used to finally lean towards the Jolteon theme. Still not done, but I’m happy with my design so far. Only recently did I realized I need to fix my entire PCB because i changed my design (altered location of rotary encoder), so I spent the past 3 hours fixing that and everything should (finally) be good. That’s about it, going to try and truly finalize things tomorrow."}, {"post_id": 2741, "ts": "2026-06-05T14:43:53Z", "hours": 4.4089, "text": "2nd devlog! The Work So Far: The base of my macropad (case + plate) has been established. I’ve scaled the entire thing up (which came with its own issues that have been fixed) because it felt a little small to me. Still looks very bland but I’ve got some ideas to spice things up. I want to etch designs into the case/plate but I’ve got no idea how to do that (yet). I also decided on a theme for it: Pokemon (specifically Jolteon because its one of my favorite ones). In the next couple hours, I’ll focus on adding details to make the macropad something I’m truly proud of."}, {"post_id": 2271, "ts": "2026-06-04T17:45:08Z", "hours": 0.8964, "text": "This is my first ever devlog! I’ve been very interested in making a project for HackClub for months, but life has stopped me from doing so up until now. The Work So Far: I’ve created the schematic and the PCB so far, and I am currently working on the actual design for my macropad. I have never used these applications before (KiCad, Fusion, QMK) so its been a very interesting experience. However, I have enjoyed every step of the way so far. I hope to keep learning and eventually move to more complex projects in the next couple weeks."}]...
|
Title: MMPad by @Mapplect | Stardance
Devlogs:
Th Title: MMPad by @Mapplect | Stardance
Devlogs:
This is my first ever devlog! I’ve been very interested in making a project for HackClub for months, but life has stopped me from doing so up until now. The Work So Far: I’ve created the schematic and the PCB so far, and I am currently working on the actual design for my macropad. I have never used these applications before (KiCad, Fusion, QMK) so its been a very interesting experience. However, I have enjoyed every step of the way so far. I hope to keep learning and eventually move to more complex projects in the next couple weeks.
2nd devlog! The Work So Far: The base of my macropad (case + plate) has been established. I’ve scaled the entire thing up (which came with its own issues that have been fixed) because it felt a little small to me. Still looks very bland but I’ve got some ideas to spice things up. I want to etch designs into the case/plate but I’ve got no idea how to do that (yet). I also decided on a theme for it: Pokemon (specifically Jolteon because its one of my favorite ones). In the next couple hours, I’ll focus on adding details to make the macropad something I’m truly proud of.
3rd devlog! The Work So Far: The past 8 hours have been used to finally lean towards the Jolteon theme. Still not done, but I’m happy with my design so far. Only recently did I realized I need to fix my entire PCB because i changed my design (altered location of rotary encoder), so I spent the past 3 hours fixing that and everything should (finally) be good. That’s about it, going to try and truly finalize things tomorrow.
4th and last devlog! The Work So Far! Everything is done! I’ve (finally) made the USB cutout so I can actually connect my XIAO. Didn’t make any changes to the design because I couldn’t come up with anything else but I’m happy with everything (especially since this was my first time making a macropad). I hope to make more advanced stuff in the next couple of days/weeks!...
|
1792594112.3384895
|
1793198912.3384895
|
|
4818
|
idk by @the_ryaan_ahmed | Stardance
|
the_ryaan_ahmed
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: idk by @the_ryaan_ahmed | Stardance
|
1793191898.6781664
|
1793796698.6781664
|
|
4819
|
My first slack bot! by @energie212 | Stardance
|
energie212
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @energie212 | Starda Title: My first slack bot! by @energie212 | Stardance...
|
1792691425.8199365
|
1793296225.8199365
|
|
4820
|
JATHU POWER LEARNING PLATFORM by @Jathush | Starda JATHU POWER LEARNING PLATFORM by @Jathush | Stardance...
|
Jathush
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: JATHU POWER LEARNING PLATFORM by @Jathush | Title: JATHU POWER LEARNING PLATFORM by @Jathush | Stardance...
|
1793184708.9481406
|
1793789508.9481406
|
|
4821
|
Elemental Merge TD by @Xenoe__ | Stardance
|
Xenoe__
|
0
|
10.26
|
0
|
[]
|
[{"post_id": 5813, "ts": "2026 [{"post_id": 5813, "ts": "2026-06-09T19:02:51Z", "hours": 1.8217, "text": "So hi guys been a bit after my last devlog haven’t been doing much work but i did finish the steam tower and started working on the game over screen. For today its just a UI element going to finish it tomorrow so see you all then."}, {"post_id": 3681, "ts": "2026-06-06T18:49:16Z", "hours": 1.6344, "text": "So hi today has been not a verry productive day but I added a steam tower it just does not do any damage yet and i need a new look becouse this sprite is verry goofy.(If anyone want to do some for free or knows a good place to get some assets please leave a comment(I know about asset store and itch.io but cant find anithing on there))"}, {"post_id": 2859, "ts": "2026-06-05T18:30:47Z", "hours": 4.3961, "text": "added hp and coins to the UI, made enemies have health(and drop coins) and projectiles do damage to them, added a build particle effect and one for enemies dying, and changed up the UI font i use for hp, coins and time till next wave and made a message pop up when you reach 0 hp."}, {"post_id": 2301, "ts": "2026-06-04T18:28:02Z", "hours": 0.7158, "text": "today was spent figuring out what features i want and making the UI a bit better"}, {"post_id": 1534, "ts": "2026-06-03T16:47:32Z", "hours": 1.6875, "text": "First dev log. Had this project a bit before stardance but got bugs lost motivation and trew it away so now i spent 1h 30min to setup the timers and fix the bugs. The game itself is a tower defense for now i have 2 towers enemy ai and a way to buy the towers on campfires."}]...
|
Title: Elemental Merge TD by @Xenoe__ | Stardance
Title: Elemental Merge TD by @Xenoe__ | Stardance
Devlogs:
First dev log. Had this project a bit before stardance but got bugs lost motivation and trew it away so now i spent 1h 30min to setup the timers and fix the bugs. The game itself is a tower defense for now i have 2 towers enemy ai and a way to buy the towers on campfires.
today was spent figuring out what features i want and making the UI a bit better
added hp and coins to the UI, made enemies have health(and drop coins) and projectiles do damage to them, added a build particle effect and one for enemies dying, and changed up the UI font i use for hp, coins and time till next wave and made a message pop up when you reach 0 hp.
So hi today has been not a verry productive day but I added a steam tower it just does not do any damage yet and i need a new look becouse this sprite is verry goofy.(If anyone want to do some for free or knows a good place to get some assets please leave a comment(I know about asset store and itch.io but cant find anithing on there))
So hi guys been a bit after my last devlog haven’t been doing much work but i did finish the steam tower and started working on the game over screen. For today its just a UI element going to finish it tomorrow so see you all then....
|
1793245868.865035
|
1793850668.865035
|
|
4822
|
My awesome macropad! by @sprague_maxwell | Stardan My awesome macropad! by @sprague_maxwell | Stardance...
|
sprague_maxwell
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @sprague_maxwell | Title: My awesome macropad! by @sprague_maxwell | Stardance...
|
1792702235.662779
|
1793307035.662779
|
|
4823
|
My first slack bot! by @PixelDecoder | Stardance
|
PixelDecoder
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @PixelDecoder | Star Title: My first slack bot! by @PixelDecoder | Stardance...
|
1792777813.6650429
|
1793382613.6650429
|
|
4824
|
Nous by @bertal | Stardance
|
bertal
|
0
|
0.0
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[]
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[]
|
Title: Nous by @bertal | Stardance
|
1792612232.2580192
|
1793217032.2580192
|
|
4825
|
My first slack bot! by @mayhei | Stardance
|
mayhei
|
0
|
0.0
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0
|
[]
|
[]
|
Title: My first slack bot! by @mayhei | Stardance
|
1792619540.7755747
|
1793224340.7755747
|
|
4826
|
My awesome macropad! by @evanbevere | Stardance
|
evanbevere
|
0
|
0.0
|
0
|
[]
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[]
|
Title: My awesome macropad! by @evanbevere | Stard Title: My awesome macropad! by @evanbevere | Stardance...
|
1793216867.5849445
|
1793821667.5849445
|
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4827
|
My first slack bot! by @evanbevere | Stardance
|
evanbevere
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @evanbevere | Starda Title: My first slack bot! by @evanbevere | Stardance...
|
1792677068.7891166
|
1793281868.7891166
|
|
4828
|
Space explorer by @lackyprasad52 | Stardance
|
lackyprasad52
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Space explorer by @lackyprasad52 | Stardanc Title: Space explorer by @lackyprasad52 | Stardance...
|
1792612163.8212075
|
1793216963.8212075
|
|
4829
|
folk + poke around by @undivisible | Stardance
|
undivisible
|
0
|
20.26
|
0
|
[]
|
[{"post_id": 12340, "ts": "202 [{"post_id": 12340, "ts": "2026-06-20T03:58:30Z", "hours": 1.9117, "text": "here it is doing agentic actions on my windows computer clicking and typing https://x.com/i/status/2063982490252185664"}, {"post_id": 4867, "ts": "2026-06-08T12:37:03Z", "hours": 2.6747, "text": "native windows computer use"}, {"post_id": 4221, "ts": "2026-06-07T13:34:44Z", "hours": 15.6728, "text": "poke can use my computer coming to windows soon"}]...
|
Title: folk + poke around by @undivisible | Starda Title: folk + poke around by @undivisible | Stardance
Devlogs:
poke can use my computer coming to windows soon
native windows computer use
here it is doing agentic actions on my windows computer clicking and typing https://x.com/i/status/2063982490252185664...
|
1792590472.1397245
|
1793195272.1397245
|
|
4830
|
laurengracebroadbent by @laurengracebroadbent | St laurengracebroadbent by @laurengracebroadbent | Stardance...
|
laurengracebroadbent
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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: laurengracebroadbent by @laurengracebroadbe Title: laurengracebroadbent by @laurengracebroadbent | Stardance...
|
1792932879.0149727
|
1793796879.0149727
|
|
4831
|
My first slack bot! by @patrickioanc | Stardance
|
patrickioanc
|
0
|
0.0
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0
|
[]
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[]
|
Title: My first slack bot! by @patrickioanc | Star Title: My first slack bot! by @patrickioanc | Stardance...
|
1793170332.7186558
|
1793775132.7186558
|
|
4832
|
A Custom Website for a Organization by @shivmanas_ A Custom Website for a Organization by @shivmanas_kamarsu | Stardance...
|
shivmanas_kamarsu
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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: A Custom Website for a Organization by @shi Title: A Custom Website for a Organization by @shivmanas_kamarsu | Stardance...
|
1792774446.764924
|
1793379246.764924
|
|
4833
|
To create a 2D tank game by @brian_bcyang27 | Star To create a 2D tank game by @brian_bcyang27 | Stardance...
|
brian_bcyang27
|
0
|
0.0
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0
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[]
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[]
|
Title: To create a 2D tank game by @brian_bcyang27 Title: To create a 2D tank game by @brian_bcyang27 | Stardance...
|
1793263900.7251973
|
1793868700.7251973
|
|
4834
|
ReallyCoolGame by @ethanboteo | Stardance
|
ethanboteo
|
0
|
0.0
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0
|
[]
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[]
|
Title: ReallyCoolGame by @ethanboteo | Stardance
|
1793184663.9159293
|
1793789463.9159293
|
|
4835
|
Untitled project by @justina | Stardance
|
justina
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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: Untitled project by @justina | Stardance
|
1792630382.1953464
|
1793235182.1953464
|
|
4836
|
My awesome macropad! by @Sp17 | Stardance
|
Sp17
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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: My awesome macropad! by @Sp17 | Stardance
|
1792774369.6110907
|
1793379169.6110907
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4837
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NULL
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NULL
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0
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1792921925.3082142
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1793785925.3082142
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4838
|
My first slack bot! by @nivedhmjk1 | Stardance
|
nivedhmjk1
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @nivedhmjk1 | Starda Title: My first slack bot! by @nivedhmjk1 | Stardance...
|
1792587010.9807768
|
1793191810.9807768
|
|
4839
|
My first slack bot! by @tonicforest | Stardance
|
tonicforest
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T17:24:42Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 24/7 slack bot which responds to slash commands. Overall, there were no significant issues faced by me and deploying it through Nest was a very fun process", "repo": "https://github.com/Namaami/Tonic-Slack-Bot", "demo": "https://youtube.com/shorts/K4zaOL7ct4w?si=MwY-6wcEI4PT7wN7"}]...
|
[{"post_id": 882, "ts": "2026- [{"post_id": 882, "ts": "2026-06-02T16:35:38Z", "hours": 0.5411, "text": "Shipped my Stardance project: Tonic 🚀 → AI-powered Slack bot → Slash command interface → Runs 24/7 on Nest → Built with Node.js + Slack APIs Probably spent more time debugging auth tokens than writing features 😭 Worth it."}]...
|
Title: My first slack bot! by @tonicforest | Stard Title: My first slack bot! by @tonicforest | Stardance
Devlogs:
Shipped my Stardance project: Tonic 🚀 → AI-powered Slack bot → Slash command interface → Runs 24/7 on Nest → Built with Node.js + Slack APIs Probably spent more time debugging auth tokens than writing features 😭 Worth it.
Ships:
I made a 24/7 slack bot which responds to slash commands. Overall, there were no significant issues faced by me and deploying it through Nest was a very fun process...
|
1793242336.6147046
|
1793328736.6147046
|
|
4840
|
My awesome macropad! by @jaxsen_c | Stardance
|
jaxsen_c
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @jaxsen_c | Stardan Title: My awesome macropad! by @jaxsen_c | Stardance...
|
1793184487.3959367
|
1793789287.3959367
|
|
4841
|
Fridgey by @VorpalElf | Stardance
|
VorpalElf
|
0
|
13.76
|
0
|
[]
|
[{"post_id": 3787, "ts": "2026 [{"post_id": 3787, "ts": "2026-06-06T20:47:56Z", "hours": 10.1011, "text": "Devlog 2 Finished implementing Sign in with Google and GitHub, as well as enable users to change their profile details (e.g. name, email and password). I also used a bit of AI to polish my UI’s draft to make it more user friendly and doing all the heavy lifting of drawing icons, which I will implement it in the next iteration. The screenshot below is my Figma draft"}, {"post_id": 1042, "ts": "2026-06-02T20:50:07Z", "hours": 3.6575, "text": "Basic Authentication Module Well, at least it works"}]...
|
Title: Fridgey by @VorpalElf | Stardance
Devlogs: Title: Fridgey by @VorpalElf | Stardance
Devlogs:
Basic Authentication Module Well, at least it works
Devlog 2 Finished implementing Sign in with Google and GitHub, as well as enable users to change their profile details (e.g. name, email and password). I also used a bit of AI to polish my UI’s draft to make it more user friendly and doing all the heavy lifting of drawing icons, which I will implement it in the next iteration. The screenshot below is my Figma draft...
|
1792648037.436537
|
1793252837.436537
|
|
4842
|
My first slack bot! by @LCK | Stardance
|
LCK
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @LCK | Stardance
|
1792615829.0362694
|
1793220629.0362694
|
|
4843
|
Apoplexy by @czapla | Stardance
|
czapla
|
1
|
43.34
|
360
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T20:43:36Z", "hours": 20.0, "multiplier": 19.11, "payout": 360, "blessing": "neutral", "text": "I have reached a point in development where I can’t wait any longer to finally show everyone what I’ve been working on! The game is clearly still pretty barebones, but it is enough for a MVP. I would love to see you guys try it out, and all my progress has been THOROUGHLY documented in previous devlogs, so I encourage you to have a look at those as well! Please enjoy!", "repo": "https://github.com/dawc17/Apoplexy", "demo": "https://github.com/dawc17/Apoplexy/releases/"}]...
|
[{"post_id": 20891, "ts": "202 [{"post_id": 20891, "ts": "2026-07-02T16:51:41Z", "hours": 1.1667, "text": "APOPLEXY patch notes The one about maps Updated WIP for a new map layout! I’ve come to realize that I am not the greatest level designer, but I will try my best anyway. If anyone is interested in helping, reach out!"}, {"post_id": 20198, "ts": "2026-07-01T19:03:26Z", "hours": 1.0297, "text": "APOPLEXY patch notes The one where enemies became more alive New features Enemies now utilize a mix of custom pathfinding and Unity’s Nav Mesh system Patrol points for enemies which leads them to just walk around and chill at some spots Updated Skybox Enemy AI is fun. Until it isn’t. Try it yourself!"}, {"post_id": 20132, "ts": "2026-07-01T17:46:30Z", "hours": 2.2492, "text": "APOPLEXY patch notes The one about particles New features Raylib build-like particles using Unity’s Particle System™ Updated Touched up on UI and made the code for it cleaner. Gameplay updates coming SOON™!"}, {"post_id": 19972, "ts": "2026-07-01T13:17:59Z", "hours": 1.2689, "text": "APOPLEXY announcement The one where I apologize???? Sorry for the lack of content recently, I’ve gotten a bit busy. I don’t have much to show at the moment, but I promise some saucy stuff is in the works. You will not be disappointed!"}, {"post_id": 16415, "ts": "2026-06-26T18:20:45Z", "hours": 2.0456, "text": "APOPLEXY patch notes The one where the port was (mostly) complete. New features None! Updated Added in all missing content from the latest raylib build. (UI still in progress.) This took a while. Sorry to keep you waiting!"}, {"post_id": 14083, "ts": "2026-06-23T02:06:22Z", "hours": 5.3347, "text": "APOPLEXY patch notes The one where the universe itself was made anew. New features New PSX shader which I think looks quite nice! Worse UI! Updated Engine switch from in-house to Unity 6.5 Tweaked animations (mostly shotgun) I would say the game will soon be on complete feature parity with the Raylib version. A lot of the code was virtually the same, so this rewrite moved way quicker than I initially expected…. I already feel like I’m moving so much faster compared to my Raylib attempt."}, {"post_id": 13732, "ts": "2026-06-22T14:50:35Z", "hours": 1.3175, "text": "APOPLEXY I whipped up a quick script that would parse the old JSON levels and make them into unity scenes, and rewrote my old character controller. So far so good!"}, {"post_id": 13656, "ts": "2026-06-22T12:36:58Z", "hours": 2.6675, "text": "IMPORTANT APOPLEXY ANNOUNCEMENT Hello guys! I have come to a realization recently. That is the realization that using Raylib is holding me down. I have been trying really hard to bring my vision to life for these hours I’ve been working on it, but it’s all just taking too long. And in the end, I keep reinventing the wheel and making something that already exists (and is better) in a game engine. I also have some other frustrations with Raylib and how the library limits programmers in some ways, which I won’t go in to in this post. So, I will be porting the project to Unity! That is the tool I’m most comfortable with, and I hope it helps me to iterate faster and bring you guys some interesting gameplay soon. Here are some screenshots from the last Raylib build. See you guys soon!"}, {"post_id": 12567, "ts": "2026-06-20T14:58:52Z", "hours": 1.5383, "text": "APOPLEXY patch notes The one about levels New features Early main menu with level selector Speaking of levels, added a new level, called the “Stealth Compound” (this will not make it into the beta build lol it’s still a testing map) Updated Project updated to C++26 (from C++17) Footstep sounds (went from looping 5 second clip to separate footstep files to easier align with movement speed) Bumped version number on in-game overlay"}, {"post_id": 10926, "ts": "2026-06-17T22:04:44Z", "hours": 2.5814, "text": "APOPLEXY A ship won’t stop me from further updates ;) New features UI “framework” that helps me iterate even quicker (a bunch of stuff is still hardcoded though) Decals, more about that in a future update Slow motion win sequence for dramatic effect xd Updated Old “bio-link” panel gone, replaced by a more subtle healthbar at the bottom of the screen General codebase cleanup and removal of old files Revised PSX shader I hyperfixated a bit too much on the aesthetics, I promise that the next few updates will actually be gameplay related."}, {"post_id": 10126, "ts": "2026-06-16T18:45:37Z", "hours": 2.1403, "text": "APOPLEXY New features: Redesigned UI No updates otherwise. I spent most of this time on a quick refactor to make my life a bit easier, then sketching out a proper UI on paper. This is how it turned out:"}, {"post_id": 9472, "ts": "2026-06-15T20:34:38Z", "hours": 0.9119, "text": "APOPLEXY PRE SHIP UPDATE Some finishing touches on the enemy AI, they can now hear you a lot better when you shoot the shotty, and I added a little grace timer if you’re in the enemy field of view to get time to move out of the way. The enemy AI is still far from perfect, but I thought it good enough for a PRE PRE PRE PRE PRE PRE alpha build. :D"}, {"post_id": 9280, "ts": "2026-06-15T16:07:53Z", "hours": 2.2644, "text": "APOPLEXY New features: Weapon swapping animation Shotgun reload rework Quick melee system (+ shotgun reload pushback and damage) Live noise testing for enemy AI Updated: Smarter AI, react to noise and being hurt Platform-agnostic build system (except macOS) I’ve now decided a bit more on the direction of this game. I want to create an atmospheric stealth first person shooter, with a big emphasis on the stealth part, and optionally a “go loud” playstyle. Expect future updates to work towards that goal!"}, {"post_id": 7633, "ts": "2026-06-12T19:10:59Z", "hours": 3.2106, "text": "APOPLEXY New features: New “Killhouse” map featuring some cheap lighting and wonky walls! New enemy pathfinding built from the ground up (ability to walk around walls and avoid clumping into eachother) Eyes. Dynamic spread on all weapons based on horizontal movement speed New shotgun utilizing this spread system, shoots multiple pellets that have random spread New dynamic crosshair More sounds Updated: Idle animation"}, {"post_id": 6364, "ts": "2026-06-10T18:34:08Z", "hours": 1.9408, "text": "APOPLEXY New features: Whole new audio system with 3D audio Sound effects for footsteps, shooting, reloading and hitting enemies Updated: A few collision bugs Other: Started logging my progress on TikTok (czapladaw67) and YouTube (ironfistdaw) as well. the project is looking more and more like a game every day, really proud of it so far. 😇"}, {"post_id": 5642, "ts": "2026-06-09T14:51:32Z", "hours": 0.9933, "text": "APOPLEXY New features: Skybox Updated pistol model, longer reload time Updated: World shader i had a lot of fun adding the skybox, and i think the new model looks SO sick"}, {"post_id": 5504, "ts": "2026-06-09T09:45:07Z", "hours": 2.1825, "text": "added some proper lighting (after a struggle) and some more editor QOL. it’s all coming along very nicely, check out the video below. (also refactored weapon system for futureproofing and more)"}, {"post_id": 4926, "ts": "2026-06-08T15:08:11Z", "hours": 1.8544, "text": "improved the level editor with some easier controls and a new orbital camera instead of orthographic projection, and added raygui to make selections easier. also refined the movement, headbob and weapon sway!"}, {"post_id": 4813, "ts": "2026-06-08T10:00:38Z", "hours": 1.7911, "text": "added a crude level editor controlled with the keyboard! it loads and saves json files that you can edit and then save with f6 in game (or manually if youd like.) im very proud of this one!"}, {"post_id": 2418, "ts": "2026-06-04T21:47:19Z", "hours": 0.6542, "text": "video below, but i added some visual candy to the project. i like my games to feel niceeee"}, {"post_id": 2393, "ts": "2026-06-04T21:00:10Z", "hours": 0.5369, "text": "i added some blood particles to the blood prisms that try to kill you with a custom particle system i wrote"}, {"post_id": 2365, "ts": "2026-06-04T20:24:48Z", "hours": 0.8644, "text": "finally finished the muzzle flash. it was suuuch a pain but adds a lot to the feel of the gun."}, {"post_id": 2329, "ts": "2026-06-04T19:23:19Z", "hours": 1.1958, "text": "added hitflash, started working on muzzle flash but disabled for now. also rethinking if the game should be black and white so its disabled for now."}, {"post_id": 862, "ts": "2026-06-02T16:02:18Z", "hours": 0.6136, "text": "i tweaked the shader some more because the other one was an unreadable mess. also added display of current position, will be useful for later! next, i want to work on more of the actual gameplay, i think this look is fine for now (maybe ill make the enemies fully white with a black outline)"}, {"post_id": 812, "ts": "2026-06-02T14:23:08Z", "hours": 1.2922, "text": "I got some hit detection and crude logging up (std::cout). The game is coming along nicely, and raylib is so pleasant to work with. [NOTE: this project was started yesterday when i found out about stardance]"}]...
|
Title: Apoplexy by @czapla | Stardance
Devlogs:
I Title: Apoplexy by @czapla | Stardance
Devlogs:
I got some hit detection and crude logging up (std::cout). The game is coming along nicely, and raylib is so pleasant to work with. [NOTE: this project was started yesterday when i found out about stardance]
i tweaked the shader some more because the other one was an unreadable mess. also added display of current position, will be useful for later! next, i want to work on more of the actual gameplay, i think this look is fine for now (maybe ill make the enemies fully white with a black outline)
added hitflash, started working on muzzle flash but disabled for now. also rethinking if the game should be black and white so its disabled for now.
finally finished the muzzle flash. it was suuuch a pain but adds a lot to the feel of the gun.
i added some blood particles to the blood prisms that try to kill you with a custom particle system i wrote
video below, but i added some visual candy to the project. i like my games to feel niceeee
added a crude level editor controlled with the keyboard! it loads and saves json files that you can edit and then save with f6 in game (or manually if youd like.) im very proud of this one!
improved the level editor with some easier controls and a new orbital camera instead of orthographic projection, and added raygui to make selections easier. also refined the movement, headbob and weapon sway!
added some proper lighting (after a struggle) and some more editor QOL. it’s all coming along very nicely, check out the video below. (also refactored weapon system for futureproofing and more)
APOPLEXY New features: Skybox Updated pistol model, longer reload time Updated: World shader i had a lot of fun adding the skybox, and i think the new model looks SO sick
APOPLEXY New features: Whole new audio system with 3D audio Sound effects for footsteps, shooting, reloading and hitting enemies Updated: A few collision bugs Other: Started logging my progress on TikTok (czapladaw67) and YouTube (ironfistdaw) as well. the project is looking more and more like a game every day, really proud of it so far. 😇
APOPLEXY New features: New “Killhouse” map featuring some cheap lighting and wonky walls! New enemy pathfinding built from the ground up (ability to walk around walls and avoid clumping into eachother) Eyes. Dynamic spread on all weapons based on horizontal movement speed New shotgun utilizing this spread system, shoots multiple pellets that have random spread New dynamic crosshair More sounds Updated: Idle animation
APOPLEXY New features: Weapon swapping animation Shotgun reload rework Quick melee system (+ shotgun reload pushback and damage) Live noise testing for enemy AI Updated: Smarter AI, react to noise and being hurt Platform-agnostic build system (except macOS) I’ve now decided a bit more on the direction of this game. I want to create an atmospheric stealth first person shooter, with a big emphasis on the stealth part, and optionally a “go loud” playstyle. Expect future updates to work towards that goal!
APOPLEXY PRE SHIP UPDATE Some finishing touches on the enemy AI, they can now hear you a lot better when you shoot the shotty, and I added a little grace timer if you’re in the enemy field of view to get time to move out of the way. The enemy AI is still far from perfect, but I thought it good enough for a PRE PRE PRE PRE PRE PRE alpha build. :D
APOPLEXY New features: Redesigned UI No updates otherwise. I spent most of this time on a quick refactor to make my life a bit easier, then sketching out a proper UI on paper. This is how it turned out:
APOPLEXY A ship won’t stop me from further updates ;) New features UI “framework” that helps me iterate even quicker (a bunch of stuff is still hardcoded though) Decals, more about that in a future update Slow motion win sequence for dramatic effect xd Updated Old “bio-link” panel gone, replaced by a more subtle healthbar at the bottom of the screen General codebase cleanup and removal of old files Revised PSX shader I hyperfixated a bit too much on the aesthetics, I promise that the next few updates will actually be gameplay related.
APOPLEXY patch notes The one about levels New features Early main menu with level selector Speaking of levels, added a new level, called the “Stealth Compound” (this will not make it into the beta build lol it’s still a testing map) Updated Project updated to C++26 (from C++17) Footstep sounds (went from looping 5 second clip to separate footstep files to easier align with movement speed) Bumped version number on in-game overlay
IMPORTANT APOPLEXY ANNOUNCEMENT Hello guys! I have come to a realization recently. That is the realization that using Raylib is holding me down. I have been trying really hard to bring my vision to life for these hours I’ve been working on it, but it’s all just taking too long. And in the end, I keep reinventing the wheel and making something that already exists (and is better) in a game engine. I also have some other frustrations with Raylib and how the library limits programmers in some ways, which I won’t go in to in this post. So, I will be porting the project to Unity! That is the tool I’m most comfortable with, and I hope it helps me to iterate faster and bring you guys some interesting gameplay soon. Here are some screenshots from the last Raylib build. See you guys soon!
APOPLEXY I whipped up a quick script that would parse the old JSON levels and make them into unity scenes, and rewrote my old character controller. So far so good!
APOPLEXY patch notes The one where the universe itself was made anew. New features New PSX shader which I think looks quite nice! Worse UI! Updated Engine switch from in-house to Unity 6.5 Tweaked animations (mostly shotgun) I would say the game will soon be on complete feature parity with the Raylib version. A lot of the code was virtually the same, so this rewrite moved way quicker than I initially expected…. I already feel like I’m moving so much faster compared to my Raylib attempt.
APOPLEXY patch notes The one where the port was (mostly) complete. New features None! Updated Added in all missing content from the latest raylib build. (UI still in progress.) This took a while. Sorry to keep you waiting!
APOPLEXY announcement The one where I apologize???? Sorry for the lack of content recently, I’ve gotten a bit busy. I don’t have much to show at the moment, but I promise some saucy stuff is in the works. You will not be disappointed!
APOPLEXY patch notes The one about particles New features Raylib build-like particles using Unity’s Particle System™ Updated Touched up on UI and made the code for it cleaner. Gameplay updates coming SOON™!
APOPLEXY patch notes The one where enemies became more alive New features Enemies now utilize a mix of custom pathfinding and Unity’s Nav Mesh system Patrol points for enemies which leads them to just walk around and chill at some spots Updated Skybox Enemy AI is fun. Until it isn’t. Try it yourself!
APOPLEXY patch notes The one about maps Updated WIP for a new map layout! I’ve come to realize that I am not the greatest level designer, but I will try my best anyway. If anyone is interested in helping, reach out!
Ships:
I have reached a point in development where I can’t wait any longer to finally show everyone what I’ve been working on! The game is clearly still pretty barebones, but it is enough for a MVP. I would love to see you guys try it out, and all my progress has been THOROUGHLY documented in previous devlogs, so I encourage you to have a look at those as well! Please enjoy!...
|
1793253395.940625
|
1793339795.940625
|
|
4844
|
Untitled project by @Khalidah | Stardance
|
Khalidah
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Khalidah | Stardance
|
1792741774.9708924
|
1793346574.9708924
|
|
4845
|
My awesome macropad! by @shayan_27309 | Stardance
|
shayan_27309
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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: My awesome macropad! by @shayan_27309 | Sta Title: My awesome macropad! by @shayan_27309 | Stardance...
|
1792792253.5681784
|
1793397053.5681784
|
|
4846
|
My first slack bot! by @sprague_maxwell | Stardanc My first slack bot! by @sprague_maxwell | Stardance...
|
sprague_maxwell
|
0
|
0.0
|
0
|
[]
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[]
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Title: My first slack bot! by @sprague_maxwell | S Title: My first slack bot! by @sprague_maxwell | Stardance...
|
1792619455.6287239
|
1793224255.6287239
|
|
4847
|
Personal Website by @AHHH | Stardance
|
AHHH
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0
|
1.04
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0
|
[]
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[{"post_id": 852, "ts": "2026- [{"post_id": 852, "ts": "2026-06-02T15:33:59Z", "hours": 1.0408, "text": "Added more experience and projects. Also Changed the domain."}]...
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Title: Personal Website by @AHHH | Stardance
Devl Title: Personal Website by @AHHH | Stardance
Devlogs:
Added more experience and projects. Also Changed the domain....
|
1792788588.2151058
|
1793393388.2151058
|
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4848
|
Doomed by @DoomedZero | Stardance
|
DoomedZero
|
0
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0.0
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0
|
[]
|
[]
|
Title: Doomed by @DoomedZero | Stardance
|
1792741830.6376173
|
1793346630.6376173
|
|
4849
|
My first slack bot! by @logan_m_buckley | Stardanc My first slack bot! by @logan_m_buckley | Stardance...
|
logan_m_buckley
|
0
|
0.0
|
0
|
[]
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[]
|
Title: My first slack bot! by @logan_m_buckley | S Title: My first slack bot! by @logan_m_buckley | Stardance...
|
1792774265.4107578
|
1793379065.4107578
|
|
4850
|
My Website by @ray120424 | Stardance
|
ray120424
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My Website by @ray120424 | Stardance
|
1793137770.044582
|
1793742570.044582
|