Eike
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zet23t.bsky.social
Eike
@zet23t.bsky.social
Game dev / game artist
Favorite tools: C, Aseprite, Blender

Working on: 8-bitBot, a programming puzzle game

Wishlist 8-bitBot: https://store.steampowered.com/app/3959370/8bitBot/

Twitter: @zet23t
Blog: https://quakatoo.com
Pinned
This is 8-bitBot: A programming puzzle game that I am working on and aiming to release in December.
There is much to do still, but it is coming nicely along so far.

Steam wishlisting: store.steampowered.com/app/3959370/...
Playable demo on my website (a bit outdated): quakatoo.com/projects/cod...
Getting a bit dramatic! Still missing: Thunder claps and rain noise sound effects. But I am quite happy with how the mood is turning out.

#gamedev #indiedev #solodev #raylib #cozygame #puzzlegame
February 15, 2026 at 9:34 PM
I began the day making a short video showing the game play of 8-bitBot; nothing fancy, but for once in a while,I tried using a video editor: youtube.com/shorts/E...

#cozygame #puzzlegame #gamedev #indiedev #solodev #raylib
One Bot Is Easy… Two Bots? | 8-bitBot Gameplay #gamedev #raylib #devlog #gamedevblog
Here’s what gameplay in 8-bitBot looks like. Each level gives you a small set of instructions — your job is to build a program that solves the puzzle. It starts simple… but coordinating multiple bots is where it gets interesting. 8-bitBot is a cozy programming puzzle game written in pure C using
youtube.com
February 15, 2026 at 11:48 AM
Hallelujah. it's getting correctly rotated. Some internal matrix pointer juggling was messed up due to how the scene rendering to the texture works
Long story short: RLGL.state.currentMatrix not pointing to the right matrix.
Lots of fun figuring all that out.
#gamedev #indiedev #solodev #raylib
February 14, 2026 at 10:42 PM
Since last Monday I am trying to upload 1 short video per day about my gamedev progress. I just looked it up and it turns out that yesterday was day 214 since I began working on 8-bitBot. Let's see how far I get with these videos 🙂
youtube.com/shorts/v...
#gamedev #indiedev #solodev #raylib
Custom light settings in all instances, plus made a new level - Day 214 #gamedev #raylib #devlog
It's day 214 since I began working on this game and I the scene light setup I created the last days can now be fully configured for all scene instances. After a long time, I also made another level for the game using a geometry that I struggled with coming up with a neat solution for. 8-bitBot is
youtube.com
February 14, 2026 at 11:17 AM
Two scenes on one screen with two different lighting settings :D
Tme to think how to get the monitor into the scene...
And then I'll have to revisit the bots and do something so they can have different animations. Fun. Typical engine stuff; Which I happen to not have 🙃
#gamedev #indiedev #raylib
February 13, 2026 at 3:19 PM
This is probably fine ...
February 13, 2026 at 2:01 PM
I worked out a simple lighting system that should help me with making my cutscene work :)

#gamedev #indiedev #solodev #raylib
February 13, 2026 at 12:49 PM
Making the light settings configurable is more work than working out the light effect in the shader; but being able to change the light color like that and what a profound effect it has on the atmosphere is pretty motivating to expose all those values properly.

#gamedev #indiedev #solodev #raylib
February 12, 2026 at 9:56 PM
Devlog 10 is live.

I started designing the rescue intro cutscene - a bot gets caught in a thunderstorm, and I’m figuring out how to turn that into a playable story moment.

Watch it here:
youtu.be/_2m0swyqXgw

#gamedev #indiedev #solodev #raylib
Lost in the Storm - Designing the Rescue Cutscene (8-bitBot Devlog 10)
This week I started designing the rescue intro cutscene for 8-bitBot. A bot gets caught in a thunderstorm - and now I’m figuring out how to turn that into a playable story moment. 8-bitBot is a cozy programming puzzle game written in pure C using raylib. Wishlist on Steam: https://store.steampower
youtu.be
February 12, 2026 at 8:44 PM
Simple, yet effective; it's just a (tweaked) spotlight lighting function on top of the shader. I really like the dim atmosphere it creates :D

#gamedev #indiedev #solodev #raylib
February 12, 2026 at 1:56 PM
Back to some shader programming/debugging .... at least I know now how to make a disco dance room.

#gamedev #indiedev #solodev #raylib
February 12, 2026 at 10:57 AM
I started working on a cut scene for the game intro. This video sketches out the rough script for it. Tech-wise, I am building on the tutorial system and I can render now multiple scenes on screen and have animate the view ports and cameras. 🧵
#gamedev #indiedev #solodev #raylib
February 12, 2026 at 7:24 AM
After nearly 2 weeks of working on gamepad code and it still not being fully done (still bugs and editor support parts missing), I want to take a pause from that and instead work on implementing a cutscene (that I can also as part of a trailer). SO ... here I go.
#gamedev #indiedev #solodev #raylib
February 11, 2026 at 3:02 PM
Crossing off the UI parts here that have game pad support. Going for the final ones - though: they won't be easy, some of those tabs have world interactions, making this a more difficult task.

#gamedev #indiedev #solodev #raylib
February 10, 2026 at 1:45 PM
"Found a bug?"

Are you mocking me?

Why are even half the text missing?! Jeez.

Just another day in #gamedev.
February 10, 2026 at 12:17 PM
The automatic ui element navigation path determination had a weird bug where elements would not be connected with straight but diagonal lines. Took me half an hour to understand that there was no tie breaker in place and the elements had identical scores for connections.
#gamedev
February 9, 2026 at 10:07 PM
Editing the level with a gamepad is beginning to work! Now I only have to do this for the 8 other tabs 🫠!

#gamedev #indiedev #solodev #raylib
February 9, 2026 at 4:12 PM
I'm still working on the gamepad support feature and been fixing and improving lots of things about it. Now I am trying to make the editor functional. I have a conceptional idea how the world editing might work... so maybe that'll work by the end of today.

#gamedev #indiedev #solodev #raylib
February 9, 2026 at 8:21 AM
Been trying to finalize the gamepad tasks today.
- Dedicated icons for XBox/PS/keyboard controls
- Fixed issues with automatic navigation graph creation
- Added keyboard controller emulation
- Wrote/improved documentation
#gamedev #indiedev #solodev #raylib
February 8, 2026 at 10:33 PM
After quite some amount of stitching stuff together, I am about to be able to display gamepad icons that reflect the controller. Still much left to do...

#gamedev #indiedev #solodev #raylib
February 8, 2026 at 10:50 AM
Adding more input icons from Kenney's input icon asset - so I can display the correct icons when using different input methods. I also realize now that this feature is also an accessibility feature. Didn't think of that before, but more than happy about that!
#gamedev #indiedev #solodev #raylib
February 7, 2026 at 11:19 PM
Me, right now, trying to figure out how to fix an issue in the navigation graph of my game.
If I'm not becoming crazy, then just because I already am.

#gamedev #indiedev #solodev #raylib
February 6, 2026 at 4:21 PM
Only flagging the interaction regions here and letting the algorithm set the connections - it seems to work and it's quite a bit less effort to set up for sure.

#gamedev #indiedev #solodev #raylib
February 6, 2026 at 3:01 PM
I worked this morning on making the help documentation compatible with gamepad navigation and it seems to be working good enough that I think I should move on.
There's now an automatic navigation link system I can maybe repurpose in other circumstances.

#gamedev #indiedev #solodev #raylib
February 6, 2026 at 11:23 AM
8-bitBot reaching 8-bit limit of wishlist counter. Not stellar after 4 months, but I'm working on it. Reminds me that I still need to make a trailer video 😫
In case you want to help bringing the counter to its 10-bit boundary:
store.steampowered.c...
#gamedev #indiedev #solodev #raylib #steam
February 5, 2026 at 3:28 PM