Arkenhammer
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arkenhammer.bsky.social
Arkenhammer
@arkenhammer.bsky.social
Developing Icaria, a programable factory game in an open voxel world.

Wishlist and find our demo on Steam
https://store.steampowered.com/app/2613890/Icaria/
Our next update is getting closer. Here's some more fun with our new enemy(ish) plant, Husk. #icariagame #gamedev #indiedev #ScreenshotSaturday
September 28, 2025 at 12:32 AM
WIP: A new challenge targeted for the next update of our game Icaria: the Husk defends its territory by draining power and using it to grow. As it is a programming game, the attacking drones are fully automated. #icariagame. #gamedev #indiedev #ScreenshotSaturday
September 7, 2025 at 5:16 AM
First feature for our next update: I moved the command bar to the bottom of the screen (like the build bar I did earlier) and then put the script editor in a movable and resizable window. #icariagame. #gamedev #indiedev #ScreenshotSaturday
August 10, 2025 at 4:55 AM
Messing around with a multi-layer base using our new sloped conveyors in #icariagame. #gamedev #indiedev #ScreenshotSaturday
July 19, 2025 at 9:19 PM
We're participating in the Steam Automation Festival this week. Valve gives us this promo art but lordy is it difficult to work with. Nothing I've got looks good against their background.
July 14, 2025 at 8:37 PM
Getting ready for our first major update coming to #icariagame on Monday July 14.
#gamedev #indiedev #ScreenshotSaturday
July 12, 2025 at 7:25 PM
The biggest new feature in #icariagame update 1 is blueprints; copying builds within a save, between saves, and exporting them as a string to share with your friends. #gamedev #indiedev #ScreenshotSaturday
July 6, 2025 at 6:33 AM
Working on #icariagame Update 1 where conveyor can climb hills and jump over canyons. #gamedev #indiedev #ScreenshotSaturday
June 29, 2025 at 4:32 AM
We are announcing our EA release date Tomorrow. Last week I did a full playthrough starting from a new save through to the end of the tech tree on a near-release build: around 30 hours total in game. It's not a small. #gamedev #indiedev #ScreenshotSaturday
April 20, 2025 at 8:01 AM
Did a first pass playthrough of the content we have ready for EA. 24 hours start to finish seemed a bit too much given that there is more to come so we're rebalancing. We'll still end up with 20+ hours on release but the progression will be smoother. #gamedev #indiedev #ScreenshotSaturday
March 30, 2025 at 6:44 AM
Woo hoo! We are the top robot voxel game in Next Fest. Number One out of.... 1. #indiedev #gamedev
February 25, 2025 at 2:13 AM
We're getting ready for Next Fest. One more update to the demo will go out tomorrow morning and we'll be polishing our Steam page in anticipation. If you've had any thought of trying out the demo, Next Fest is a great time to do it. #indiedev #gamedev.
February 22, 2025 at 7:24 AM
Gotta have a distillery in a factory game. First time for this model in game. #gamedev #indiedev #ScreenshotSaturday
February 9, 2025 at 6:36 AM
I cut a new trailer for our game Icaria in honor of the 3rd major update to our demo. #gamedev #indiedev #ScreenshotSaturday
February 1, 2025 at 8:02 PM
Messing around with our farming mechanics. Demo update coming to Steam soon! #gamedev #indiedev #ScreenshotSaturday
January 26, 2025 at 7:53 AM
Spent the last few days playtesting our upcoming release and capturing video for a new trailer. The game is finally, I think, capturing that feeling we were going for when we started the project five and a half years ago.
#gamedev #indiedev #ScreenshotSaturday
January 19, 2025 at 2:12 AM
We've been reworking all our tutorials with a "new player start" that teaches the basics from the beginning of the game and a set of optional training scenarios that introduce more advanced systems. Tree farming is our main new mechanic for next update. #gamedev #indiedev #ScreenshotSaturday
January 12, 2025 at 8:20 AM
With the new terrain and the new start, I am rebuilding our training scenarios. Each one introduces a mechanic in situ but also provides an example for how a player might approach the game. The tutorial is short and specific but I hope there's something here to spark curiosity. #gamedev #indiedev
January 6, 2025 at 3:44 AM
The trickiest bit is how the sky transitions below the horizon; there's no good physical model that tells you how that should look so you just need to make something up that looks plausible:
January 5, 2025 at 6:00 AM
We have a shader that cuts up everything into a grid of squares of semi-random size that taper off in the distance. It twinkles a bit mostly due to floating point rounding noise.
January 5, 2025 at 5:59 AM
We're reworking the start of our game to give it a more "just landed on an unexplored planet" vibe. We have been doing a more set up to help new players but, as we've simplified the early mechanics, we're thinking we can get away with something more minimalist.
#gamedev #indiedev #ScreenshotSaturday
January 5, 2025 at 1:58 AM
The rework of our procedural terrain is close to ready for a January release with a completely new erosion model, some new tiles, five new trees, and a full simulation of the tree ecosystem. Now on to playtesting the new mechanics. #gamedev #indiedev #ScreenshotSaturday
December 29, 2024 at 8:04 AM
Early preview of our upcoming procedural terrain update. #gamedev #indiedev
December 27, 2024 at 5:51 AM
These pine trees are new to the game today; next year I'd like to decorate them. Happy Holidays everyone!
December 25, 2024 at 6:52 AM
Trees are going to play a big part in Icaria with a simulated ecology and support for farming. We've still got quite a but of tuning to do, but this is an early WIP sample.
#gamedev #indiedev #ScreenshotSaturday
December 22, 2024 at 6:54 AM