Trevor of Salty Squad Games
saltysquadtrevor.bsky.social
Trevor of Salty Squad Games
@saltysquadtrevor.bsky.social
Founder of Salty Squad Games. Keep an eye here for more information about Strike the Earth's development!

Proud UVW union member
Feeling a lot better about this iteration of metal refinement. Now you can actually see the pulverizer, well, pulverizing the ore into ore dust. It already feels a lot more satisfying than just clicking through menu prompts and watching a progress bar fill.
December 8, 2025 at 5:13 PM
Told our artist that his main job right now is to practice and get better at making 3d models while I'm still working on building the foundations of Strike the Earth's code

His progress has certainly not been disappointing...
October 30, 2025 at 7:43 PM
Happy second anniversary of Strike the Earth development!

Our artist whipped this piece up mostly as a little treat for the development team featuring a lot of allusions to bugs that we've been tackling during development, but it's too good not to share.
October 28, 2025 at 4:38 PM
Was working on a metal ore refinement system that was handled entirely through navigating menus, and honestly the whole thing just sucked. It was a lot of clicking with very little feedback. I'm now tearing the whole thing out in favor of trying to make things happen more in the physical world.
October 21, 2025 at 7:14 PM
In Strike the Earth, your player built Hold will be a pool of light and safety in an ocean of darkness and peril. While your portable lantern is always burning through fuel, permanent light sources constructed in your Hold will never burn out.
October 14, 2025 at 3:16 PM
So. It turns out there's just an option in Godot to use triplanar mapping for texture coordinates. What a huge waste of the last week trying to calculate UVs manually, lmfao.
September 25, 2025 at 3:17 PM
Yeah, I don't think that the UVs for the procedural cave mesh are fixed yet...
September 24, 2025 at 7:47 PM
What I see in my branch vs what my artist sees in his branch. I really gotta get to a good spot for a pull request so I'm not stuck in "debug lighting hell" anymore.
September 19, 2025 at 4:48 PM
The game development experience is rapidly oscillating between "I have no idea what I'm doing" and "I AM THE GREATEST PROGRAMMER ALIVE!"

Relatedly, I've finally figured out how to get my base building blocks to snap together correctly and sanely every time.
September 17, 2025 at 8:46 PM
I'm pleasantly surprised that mining only took one day to implement! Between the netcode framework, item implementation, and voxel engine; Everything just kind of worked. Tangible proof that taking the time to lay a strong foundation can speed up development!
August 12, 2025 at 6:05 PM
I love how smooth the voxel deformation in Strike the Earth turned out. Sometimes you just gotta look at a system you built and think "I did a great job here!" It's a ray of light in a sea of "AAH WHAT AM I DOING??"

Soon you'll be able to dig all sorts of metal ores out of these cave walls!
August 5, 2025 at 3:37 PM
Very pleased to have worked with my very talented colleagues at Salty Squad Games on the #GMTK #GameJam the last few days! I'm very proud of what we created, check it out! captain-carrot.itch.io/boomeranger
Boomeranger by captain_carrot, SonicPixelation, miraculousmasterofmayhem, hellbie
Play in your browser
captain-carrot.itch.io
August 3, 2025 at 6:37 PM
Doing a little "Ambience" test with our voxel terrain system (sound on). It's still a little empty, but soon it'll be full of little cave creatures and precious ore to discover

#gamedev #GodotEngine
July 2, 2025 at 7:08 PM
Great start to the week actually writing gameplay code! Design work and workflow supporting features are all very important I know I know.... But very little beats the endorphin rush you get from starting to code up a new feature in the morning and having it roughly working by the end of the day.
May 5, 2025 at 9:57 PM
What a difference 8 weeks of practice makes! Still plenty of room for improvement too
April 15, 2025 at 6:22 PM
Reposted by Trevor of Salty Squad Games
Hey! We're Salty Squad Games, the team behind the upcoming co-op dwarven survival-crafting game, Strike The Earth!

Forge your tools, vanquish terrible beasts, and bring honor to your mine.

Follow us for development updates and announcements!
April 2, 2025 at 7:52 PM
Can't make a game about blacksmithing if you don't know how to blacksmith, after all.
April 1, 2025 at 7:43 PM
Reposted by Trevor of Salty Squad Games
This is wild. What an honor. Live and drink!
The winner for Excellence in Narrative at #IGF2025:

Caves of Qud (Freehold Games | Kitfox Games)

#GDC2025
March 20, 2025 at 2:56 AM
Just had the most amazing time at #GDC this week. I highly recommend considering attending to all indie developers who want to "get serious" about their game. It's hard to describe how legitimizing it feels to be here among all my industry colleagues.
March 20, 2025 at 2:39 AM
Reposted by Trevor of Salty Squad Games
And we're just getting started.
March 20, 2025 at 12:20 AM
Reposted by Trevor of Salty Squad Games
Guess whom I bumped into this afternoon? The United Videogame Workers folks as they were demonstrating! What a nice echo with my #ethics talk this morning at #GDC 😉✊🏼
Go check uvw-cwa.org
March 20, 2025 at 12:02 AM