Blog

Current state

05/05/2025

Anton Rautio

Anton Rautio

We are building a 2D action game with pixel physics and material based crafting, inspired by Noita and other similar games.

To describe our current state, we’re at a stage of fast progression. We are still heavily exploring what the core game is - throwing things at the wall and seeing what sticks.

Since this project is split between the game engine and the actual game, we can go through those topics separately. Let’s start with the engine.

To preface, ever since I joined the company at the end of 2024, I have been the first user of the game engine and the main source of feedback. From day one I found myself unrestricted by the engine. At this point I’m happy to say the engine is quite well-featured for our use case as I have not faced any actual roadblocks that I couldn’t hack my way through. To name a few “larger” sections of the engine, pixel simulation, particle systems, asset management with scripting, enemy AI and world generation are all implemented. Developing new content is easy and productive. While there are rough edges, the engine is mature enough to build our game.

Next steps for the engine: shader based effects (and assets), UV based ragdolls and sprite decals, and procedurally creating ambience to the world (decals, terrain graphics).

The game itself is still taking form. We know the high level constraints we want to be within: sci-fi themed, Noita-like progression, and a large focus on interacting with the world. Our current rough game loop is as follows: explore, collect, craft, improve, and survive. The player should initially feel small in a large world, and bit by bit find ways to carve their own path to power.

Currently, we are finishing a small vertical slice of the game that tries to showcase the core game loop. A progressive weapon system, a few biomes, enemies and a primitive crafting system have already been introduced.

As we progress, we will share more in this blog.