Joined May 2025
57 Photos and videos
CAPY CAKES IS OUT NOW! 🧁🐹 Don't let the "cute" fool you—this is a high-precision platformer built to test your limits. ✅ 30 Levels ✅ Speedrun Timer✅ 15 Languages Perfect the movement. Set the record. store.playstation.com/concep… #CapyCakes #IndieGame #PS5 #Speedrun
1
4
13
626
Time-skipping shouldn't be a death sentence in a survival sim. Today I added Wait Mode to #HeimatTheFirstSpring—a new action wheel option that lets you pass time at 10x speed while standing still. Crucially, all core survival systems run accurately at the accelerated rate. ⏳🔥 #IndieDev #Gamedev #SurvivalGames
3
1
73
The core philosophy here is that the game should be punishing, but never cheap. If your campfire dies at 3:00 AM while you're fast-forwarding or sleeping, the game shouldn't just let you freeze to death in fast-motion. The code checks your physiology every single frame to give you a fighting chance to react.
26
I updated the Sleep system:🥶 Sleeping below 10°C felt temp now forces an early shivering wakeup with a prompt to try sleeping again.🛌 Waking up fully rested now gives proper UI feedback.🩺 All wakeups (hunger, damage, infection) now offer explicit "Get up" or "Try to fall back asleep" options. (3/3) #IndieGame #PCGaming
31
To keep you safe, I built a smart Interrupt System. Waiting automatically stops and asks "Continue waiting?" the exact moment you cross a survival threshold—like hitting a new stage of cold, shivering, hunger, thirst, or infection. You decide whether to push through or act. (2/3) #GameDesign #Simulation
30
Back from vacation and jumping straight back into development on #HeimatTheFirstSpring! 🌲🍂 Today was all about translating last week's data engine into clean, intuitive UI. I've implemented a new three-bar vertical HUD at the bottom right of the screen. (1/3) #IndieDev #Gamedev #SurvivalGames
3
5
93
The goal with the color-shifting background and the moving dark overlay is to completely eliminate vague 'status icons.' I wanted players to be able to judge their immediate survival risk using peripheral vision alone while navigating a storm, keeping the focus on the world rather than staring at numbers
17
The temperature bar changes color based on your state: 🔴 Red if you're overheating, 🔵 Blue if you're freezing, and 🟢 Green when you hit the comfort zone. A precise dark overlay scales up and down inside it, showing your exact thermal threshold. No more guessing your exposure levels. (3/3) #GameDesign #UI
29
The UI dynamically tracks the environment in real-time: 💨 Bar 1 (Windspeed): Fluctuates constantly based on active weather. 🌧️ Bar 2 (Wetness): Tracks saturation and steadily ticks down as you dry off. 🌡️ Bar 3 (Felt Temperature): The core comfort matrix. (2/3)
44
Hyperreality Entertainment retweeted
Well well well... Tomorrow's game is (I think) the last game of the trilogy, and also will be the penultimate of a certain era Thank you @emberboxstudio for Mel series, onto other cat based games! store.playstation.com/concep…
3
12
22
1,321
Sleep in Heimat: The First Spring isn’t just a simple time-skip mechanism. Today I worked on the dynamic Sleep System, which acts as a tug-of-war between two main vectors: Fatigue and Discomfort. 😴🦟 (1/3) #HeimatTheFirstSpring #SurvivalGames #GameDev
2
5
72
The game runs a calculation every simulated minute to check if you stay asleep or wake up. As the night progresses and fatigue drains, your tolerance drops along an exponential curve—meaning a chill that was bearable at midnight will likely snap you awake by 4:00 AM. (3/3) #GameDesign #IndieDev #PCGaming
56
Exhaustion lets you sleep through harsh conditions, but only to a point. If your "felt temperature" drops below 10°C, the onset of intense shivering makes sleep entirely impossible. Other variables—like hunger, dehydration, and mosquitoes—constantly stack onto your discomfort layer. (2/3) #IndieGame #Simulation
33
Hyperreality Entertainment retweeted
Tomorrow's game is Metal Shoot by @HeadBear_Games Not to be confused with Mega Shoot by Well Game Studio. Anyway: store.playstation.com/concep…
2
15
26
1,033
The thermodynamic logic for Heimat: The First Spring got a major upgrade today. Clothing insulation is no longer just a generic global stat. The system now calculates specific thermal values per garment, factored against localized heat loss from individual body parts. 🧥👖 (1/2) #HeimatTheFirstSpring #SurvivalGames #GameDev
1
37
I also built out campfire mechanics. Ambient warmth now radiates dynamically, degrading by the inverse-square law as you step away from the flames. 🏕️🔥 If your bare feet are touching the cold ground, standing just a few feet too far back matters. (2/2) #IndieDev #Simulation #GameDesign
1
2
54
The UI for Heimat: The First Spring is starting to take shape. Just finished implementing the in-game clock (showing the positioning of the sun and moon) alongside dedicated bars for wind speed and character wetness levels. 🕒💨🌧️ (1/3)
4
41
Fun detail on the clock logic: because the sun and moon positions are fully tied to the diurnal temperature curve, players will eventually be able to visually forecast the coldest drop of the night just by looking at the sky, letting them prepare their shelters before the shivering tax even hits.
17
Drop too low, and the system forces involuntary shivering. In the clip, watch the debug text shift: the moment the shivering threshold is crossed, the character's carbohydrate consumption spikes dramatically as the body burns through fuel to generate emergency heat. (3/3)
23
The visuals are still a work-in-progress, but you can see the raw systemic logic firing in the debug corner. The game takes the ambient temperature, factors in current wind and wetness data, and instantly calculates the exact "felt temperature" of the character. (2/3)
12