Voidbound
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indiegamestudio.bsky.social
Voidbound
@indiegamestudio.bsky.social
Creating an upcoming mobile game focused on cave exploration and resource gathering!

Play the demo here: https://jevinlevin.itch.io/magical-mining-demo

indiegamestud.io
If anyones curious about the messy tweening code that controls this here it is haha
July 18, 2025 at 1:22 PM
Snazzy little upgrade animation I made :)

#indiedev #Unity #gamedev
July 18, 2025 at 1:22 PM
Finally added some animations for attacking and mining!

Definitely seems more satisfying now

#indiedev #Unity #gamedev
June 21, 2025 at 5:50 PM
Here are some profiler screenshots that showcase the before and after, keep in mind this is with deep profiler on:
May 1, 2025 at 2:57 PM
Spent the past few days speeding up the cave generation by about 4x.

Heres a showcase of how quickly new caves can now be generated:

#indiedev #Unity #gamedev #programming
May 1, 2025 at 2:57 PM
Who needs pickaxes...

#indiedev #Unity #gamedev #pixelart
April 17, 2025 at 5:31 PM
There are 5 different caves to explore!

#indiedev #Unity #Blockbench #pixelart
April 1, 2025 at 4:46 PM
Missing the UI, but this is the witches hut used for enchanting your tools!

#indiedev #Unity #Blockbench #pixelart
March 17, 2025 at 4:01 PM
Some floors have different gameplay to keep things interesting, for example a haunted room that requires the player to act stealthy...

#indiedev #Unity #gamedev #pixelart
March 14, 2025 at 11:40 AM
The blacksmith is now more than just a UI menu!

#indiedev #Unity #Blockbench #pixelart
March 11, 2025 at 12:50 PM
Experimenting with some more interesting lighting using the system I made.

The main change is adding a gamma value, and using gamma RGB values to adjust the color of light as it gets darker.

What do people think?

#gamedev #indiedev #unity
February 7, 2025 at 4:12 PM
A new cave variant👀
There may or may not be a penguin hidden too🐧

#gamedev #indiedev #unity #blockbench #pixelart
January 27, 2025 at 4:55 PM
Polished up the upgrading UI, so now the blacksmith UI is finished!

I find UI to be one of the most difficult aspects of creating a game, but I'm very happy with how it looks!

I would be interested in hearing any feedback regarding how it looks/functions!

#gamedev #indiedev #unity
January 21, 2025 at 12:12 PM
Item Upgrading Concept

I liked the idea of upgrades being associated with specific parts of your tools, and I think visually its far more interesting that a boring list of upgrades.

Other upgrades like the sword and player will use a similar system!

#gamedev #indiedev #unity
January 14, 2025 at 4:10 PM
Showcase of a main menu prototype and the smelting interface!

Took a unique aproach, where each menu is linked with the 3D environment (which is currently just cubes).

Let me know what you think!

#gamedev #indiegame #Unity #indiedev
December 20, 2024 at 12:08 PM
We've just released our first demo for Magical Mining! You can play now on PC and Mobile devices here!

jevinlevin.itch.io/magical-mini...

Any feedback and suggestions would be really appreciated!

#indiedev #gamedev #gamedemo
November 19, 2024 at 5:30 PM
Yesterday I got to exhibit Magical Mining at #VFS24!

I had a blast showing off the game so far and got some really valuable feedback that will help shape a better final product!

I also hope to release this demo on itch.io in the coming week for those interested, so stay tuned!

#gamedev #indiedev
November 15, 2024 at 12:32 PM
We're happy to announce we will be exhibiting Magical Mining at @VenturefestSO next week!

Be sure to grab tickets to attend if you're interested :)

venturefestsouth.co.uk

#gamedev #indiegame
November 6, 2024 at 4:50 PM
The final stage was to make a shader to apply these values to each tile based on their position, creating the lighting effect you see below!
November 4, 2024 at 2:19 PM
I could then rely on Unity's texture filtering to smoothen out the light, recreating Minecraft's smooth lighting.

This makes it look a lot more natural.
November 4, 2024 at 2:19 PM
Each tile is given a light value from 0-15, based on it's walkable distance to the nearest torch.

It then bakes all these values into a custom lightmap texture, resembling the shape of the cave.
November 4, 2024 at 2:19 PM
I came up with my own solution, using Minecraft's light-level system for inspiration.

Due to the voxel nature of my game, as well as the flat terrain and static environment, copying the system was fairly simple.
November 4, 2024 at 2:18 PM
For this game, I had to avoid using Unity's built-in lighting solutions.

Baking wasn't possible due to the procedural generation, and real-time lighting with multiple lights was overkill on a mobile device.
November 4, 2024 at 2:18 PM
The difference that lighting can make...

🧵Made using a custom-made lighting system! Details below:

#gamedev #indiedev #pixelart
November 4, 2024 at 2:18 PM
Heya, check out our new rebrand and company logo!

Credits to @f4talvortex.bsky.social!

#pixelart #gamedev #indiegame
October 31, 2024 at 2:47 PM