monome.studio
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monomestudio.bsky.social
monome.studio
@monomestudio.bsky.social
Game developer of This Is No Cave, a runner playable only with your mouse.

Try the demo on Steam and please tell us if you like or hate it, it really helps us: https://store.steampowered.com/app/2867730/This_Is_No_Cave_Demo/
Our #videogame already has some advanced techniques: chain slinging is when you time your propelling with the hook without swinging, and wavebursting is when you slide on the floor to gain speed. We voted for the name on the discord server.
#gamedev #platformer #runnergame
November 9, 2025 at 3:22 PM
Our #indiegame has been out for 3 weeks on #steam, time to share the numbers! We launched at 11k wishlists, made 1800 sales, our current refund rate is 10.3%. We have 77 positive reviews and 1 negative one. We're very happy with the outcome, thank you for your support!
#gamedev #indiedev #postmortem
November 8, 2025 at 4:03 PM
We added a hardcore mode in our already pretty demanding #precision #platformer #indiegame: no checkpoint, 1 hit = 1 death, speed x1.5.. We thought only masochists would play it. Turns out all #speedrun players prefer this mode to the classic one.
#gamedev
November 7, 2025 at 9:57 PM
We focused all the #gameplay of our #indiegame on momentum: our goal were for players to feel the flow and be frustrated when their momentum were cut because of an error they made. Players seem to like this in our game. #PixelArt #PCGaming #gamedev
November 2, 2025 at 9:11 PM
Some features of our #indiegame were definitely not adapted to #localmultiplayer, we had to rework them: the hardest were the gas clouds, we had to add a tether effect on the players in it and propel them when one of them triggers it. #SkillBased #PixelArtGame #gamedev
November 2, 2025 at 11:53 AM
The slinging mechanic of our #indiegame was originally executed with a drag and drop towards the player. We had to reverse it after our first user tests, then got rid of the drag and drop after our 5th user test. #HardGame #PrecisionPlatformer #PCGaming #indiedev
November 1, 2025 at 4:33 PM
We spent 3 years looking for a publisher without any success. We ran out of funds and decided to release 1/3rd of our #2DPlatformer #SpaceGame for 1/3rd of the price. Our goal now is to get enough money to develop part 2. #gamedev #runnergame
October 31, 2025 at 4:55 PM
It's only been two weeks since I released my #platformergame and it feels like a year. We reached Very positive on steam with 100% positive reviews, got #steamdeck verified and saw many streamers play it. It's been a blast! #NewRelease #IndieGaming #RetroStyle #IndieDev
October 30, 2025 at 4:57 PM
The first user tests of our #indiegame showed us that it was way too hard. Hitbox weren't unfair but weren't generous enough and players got frustrated. So we did a separate smaller hitbox for the harmful stuff.
#platformer #runnergame #gamedev #indiedev
October 29, 2025 at 6:38 PM
Our #indiegame was a bit short so I wanted players to have access to post-game content. We added an infinite level using procedural generation and roguelite elements, little gems hidden on every level and leaderboards for #speedrun.
#platformer #runnergame #gamingclip
October 28, 2025 at 3:44 PM
My #indiegame just reached very positive with 55 positive reviews (100%) on #steam! I couldn't be more thankful for the great reception, I never would have imagined so many players would enjoy it!
#gaming #gamedev #videogame
October 26, 2025 at 8:01 AM
The first feature we decided to add in our #indiegame since the release is a ghost to make the #speedrun easier. To do that I just save the player position and animation frame at regular intervals and replay it.
#gamedev #gaming #platformer
October 25, 2025 at 1:39 PM
The current #speedrun meta of my #indiegame is to use a grappling hook to propel yourself but never to swing using the rope. I can't believe I spent so much time working on a mechanic that is not even used at high level. #gamedev #platformer #runnergame
October 24, 2025 at 3:46 PM
Nearly a week after they release of our #indiegame This is no cave, here's the current #speedrun world record of the last level. The player found two skips and we cannot even see the boss supposed to chase him on the entire level. It's crazy. #gamedev #platformer #runnergame
October 23, 2025 at 1:48 PM
It's been 5 days since we released our #indiegame This is no cave and the #speedrun people are beginning to appear on the leaderboard and the discord. It's really great to see them being so good at my game but I can't help being a bit jealous. #gamedev #platformer #runnergame
October 22, 2025 at 3:23 PM
Our #videogame was just released! I couldn't be more thrilled seeing people on our discord server taunting each other and exchanging tips. I can't wait to see what happens in the upcoming days!

#gamedev #platformer #runnergame #indiegame
October 17, 2025 at 9:43 AM
Our #indiegame will be released in less than 20 hours. We just broke the 10000 wishlists milestone and got into the popular upcoming section of steam's homepage! We couldn't have done it without you, so thank you guys so much!

#gamedev #platformer #runnergame
October 16, 2025 at 12:49 PM
Reposted by monome.studio
I cannot believe my #indiegame will finally be released in two days. It's been an incredible journey, especially the last months where I spent my time fixing bugs and doing marketing. I'm so tired though. I just want to sleep.
#gamedev #platformer #runnergame
October 15, 2025 at 4:16 PM
After due consideration we made our #indiegame multiplayer mode competitive. However, finishing first does not automatically makes you win. The game also evaluates style and speed related metrics.

#gamedev #platformer #runnergame
October 14, 2025 at 3:22 PM
One of the #roguelite mode malus in our game is called Wind vacuum. It creates a vacuum effect towards the giant space worm that attracts the player. In a precision #platformer like our #indiegame, this is often deadly.

#gamedev #runnergame
October 13, 2025 at 2:32 PM
Today's focus is on the worm's laser power-up of the #roguelite mode of our #indiegame. We wanted for the boss to put pressure on players that were far away. Upgrading it lowers the cooldown and make it faster to fire.

#gamedev #platformer #runnergame
October 12, 2025 at 11:57 AM
My #indiegame is not out yet, but some journalist already found emergent gameplay! By exploiting a bug, he discovered a way to run faster and got first place on most leaderboards. I did a poll on our discord and the players decided to keep it like this.

#gamedev #gamingclips #platformer #runnergame
October 11, 2025 at 7:41 AM
I am thrilled to show you the #roguelite mode of our #indiegame This is no cave! In this procedurally generated level, your goal is to go as far as you can without dying. You periodically get to choose a power-up for the player and one for the boss.

#gamedev #platformer #runnergame
October 10, 2025 at 1:34 PM
Momentum is everything in 'This Is No Cave'! We built a velocity formula that ramps up until you slow down or land. Then we added a specific visual and sound effect that scales with the same formula so you can feel the momentum.

#gamedev #platformer #indiedev #runnergame
October 9, 2025 at 10:01 AM