Josh Galecki
@jgalecki.bsky.social
Video game dev: Moondrop, Within a Dead City, and Neongarten.
Podcast: Pixelated Playgrounds.
Coffee: por favor.
Podcast: Pixelated Playgrounds.
Coffee: por favor.
*I mean, the Villagers have needs and stress like any other hero. They can break. They can break and make extremely poor decisions, like punching a high-level wizard in the face. Always funny to me when that happens, even if the angry villager is quickly incinerated.
September 27, 2025 at 10:45 AM
*I mean, the Villagers have needs and stress like any other hero. They can break. They can break and make extremely poor decisions, like punching a high-level wizard in the face. Always funny to me when that happens, even if the angry villager is quickly incinerated.
I had planned to introduce non-hero Villagers to the game, but adding farms (and wood cutters and quarries) made this seem like the perfect time to add them in. They don't gain any wanderlust, so they almost never go on quests, but they'll happily* till the fields all day long.
September 27, 2025 at 10:45 AM
I had planned to introduce non-hero Villagers to the game, but adding farms (and wood cutters and quarries) made this seem like the perfect time to add them in. They don't gain any wanderlust, so they almost never go on quests, but they'll happily* till the fields all day long.
Players like production lines, things like iron ore -> iron ingots -> iron armor. If the Guild is all tooth and no (logistics) tail, it's hard to set that up. So start hoeing that dirt, Magnus the Mighty.
September 27, 2025 at 10:42 AM
Players like production lines, things like iron ore -> iron ingots -> iron armor. If the Guild is all tooth and no (logistics) tail, it's hard to set that up. So start hoeing that dirt, Magnus the Mighty.
This one is a bit of a design pivot. With the game's original vision, I didn't want to include resource gathering at all. "Fighting > Farming" was one of the design goals. Taking a closer look at the game, though, I think it was too far outside genre expectations for what a colony sim should be.
September 27, 2025 at 10:38 AM
This one is a bit of a design pivot. With the game's original vision, I didn't want to include resource gathering at all. "Fighting > Farming" was one of the design goals. Taking a closer look at the game, though, I think it was too far outside genre expectations for what a colony sim should be.
The game is out at store.steampowered.com/app/3211750/...
Save 10% on Neongarten on Steam
A minimalist cyberpunk city builder inspired by Islanders and Luck Be a Landlord.
store.steampowered.com
April 23, 2025 at 12:02 AM
The game is out at store.steampowered.com/app/3211750/...