Hello all, 2025 has been a very busy and productive year! I have news and developments to share for Tempus Deorum, Ada RPG, and Miner Lou! Looking back over the last 8 years my life- I've gone through a roller coaster of experiences and emotions, I'm grateful for these projects that kept me aloft through the good and bad times. Game gods willing- i hope to continue this work. And just maybe, I'll be able to one day focus purely on these projects without the distraction of a day job.
Thank you to the community. Seeing others enjoy something I've worked so hard on is of course gratifying, but it's the communities these projects are part of that I truly love and sustain me. <3
Tempus Deorum has seen the most development progress this year.
Dynamic terrain is finally a reality. The terrain supports cell based raising and lowering. This will be the foundation of terraforming operations.
We have NPCs! They may just resemble capsules right now, but they are rather smart capsules! NPCs have the foundations for a variety of behaviors, from passive merchants/animals, patrolling and territorial entities, to aggressive and unrelenting enemies.
A big technical challenge in making an MMO, is scaling for many players and NPCs and potentially tens of thousands of world objects. To this end I've implemented "spatial partitioning". Basically the server keeps track of Players and NPCs and their area of interest around them. It authoritatively spawns and despawns entities (players, npcs, world objects) as needed.
My tests have shown this new system is capable of handling several hundreds of NPCs (perhaps even more) in a single server. In theory I'll be able to support tens of thousands of world objects which is exactly what this game will need as it's a survival sandbox set in a beautiful natural world.
Most importantly, all of these systems are server authoritative. None of them rely on the client which means it will be much more difficult for players to cheat! Between the spatial partitioning systems reducing the need to send network traffic to all players, and some message batching optimizations, I've achieved ~95% less network traffic from 2024's version of the game!
I've also made progress on my day/night systems including a full day night cycle- complete with night time auroras, stars, and a moon with 28 phases. I can't wait to further expand this system!
I'm excited to see what another year of development looks like!
This year saw Ada RPG reach several milestones both on Twitch and Discord. The playerbase has expanded greatly, and this lil passion project is now in over 125 channels!
I introduced an entirely new questing system called "non combat quests" this year. As the name suggests, these new quests follow a format you might experience in a table top game such as D&D. Items were reworked and accessories introduced. Accessories give bonuses to player rolls in non-combat quests.
Ada's AI capabilities also become smarter. It now understands questions about the game itself and will answer appropriately. It tracks per player AI requests and uses that context when replying. This should have the effect of some fun collaborative storytelling as well as assisting new players. (AI commands are available through "!ada ai <prompt>"
Miner Lou is a game I released in 2019. It's also a very dear game to me so I decided to show it some love and fix some of the issues uncovered over the past 6 years.
You may have heard there was a major security bug found in Unity that affects all versions of Unity starting from 2017 onward. Miner Lou was on Unity 2018. To patch this security issue as well as ensure the game is future proofed, I've updated the game engine to Unity 6, added full controller support, and updated any obsolete functionality from the upgrade. I've added a "Respec" feature in the party menu that refunds all synergy points as well as fixed several bugs and issues with star baby bonuses.
"Full Controller Support" means that all UI, settings, and game functionality must be accessible with a gamepad. To accommodate this I've eliminated the introduction resolution/quality UI and moved it into the settings UI within the game itself. This also means that Miner Lou is now fully compatible with Steam Deck and hopefully one day Steam grants the game the "Steam Deck Verified" badge, but for now that is out of my hands.
I've added a new trailer "Miner Lou 2025 Trailer Remaster".
This new trailer is shorter and features more of the game, it also is not so DARK! (brightness dark). In 2019 I had pretty bad monitors, and I didn't know my setup was so different than most others, so the game and trailers i recorded ended up being very dark for others. Now this is totally fixed! I missed seeing Lou <3
That's it for this dev log. I hope to see you all in 2026, and may the game gods bless us all. 🙏