Joined December 2025
53 Photos and videos
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Fresh out of the garage. Just dropped this new muscle car into Velocade. Testing out the mid-air boost and suspension right now. Still tweaking a few things, but it’s feeling good.
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What do you think of the aesthetic so far?
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Appealing 😋
making a game yes it kinda looks like brotato rn no its not brotato trust me i have plans probably #gamedev #indiegame
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It’s been a while since our last post. Honestly, juggling a 9-5 job while developing Velocade and trying to keep up with marketing is a lot harder than it looks. I’m going to try to be more active and share updates more often moving forward. We’ve been experimenting with some different art styles for the game lately. More coming soon
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Back to basics today. Mapping out the flow for the new garage and crew search system. It’s still in the "rough sketches and coffee" phase, but the core mechanics are starting to feel right. Now it’s time to see how this translates into the build.
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A bit of progress from the garage. We’ve been turning one of our existing chassis into this new combat variant while we get our production pipeline sorted. It’s still a lot of trial, error, and fixing things as we go, but the goal is to get the workflow moving so we can start dropping more variety soon. The decals on the car, like the Primal one, are just part of the customization we’re building. We want to make sure you can swap these out and really make the ride your own. What do you think of the new silhouette and the potential for custom decals?
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Development might slow down a bit when this game comes out; I hope the playtime isn't too long! 😅
These moves are hot 🔥 #WolverinePS5

ALT Wolverine kicks a reaver into hot liquid.

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Just finished testing the portal mechanics and while they're still a bit rough, I really think they change the entire feel of the game. I have a few ideas on how to use them, but I'm mostly just curious to see how you all end up breaking the levels in ways I haven't even thought of yet.
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Current state of the game: high speed, zero gravity, and a very low survival rate. Does this look like something you’d want to master, or does it look a bit too punishing? Working on the flow and could use some fresh eyes.
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We were supposed to be testing bugs but ended up testing our friendships instead. I have no idea why the whole team is fighting for their lives like this over a casual playtest.
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Tried testing some new things... safe to say it didn't go as planned
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Our marketing guy is having a rough day, so I’m taking over the clips for a bit. Big mistake. I discovered CapCut transitions and honestly, I might’ve used all of them at once 😅 My editing is a solid 2/10, but the physics? 100/10 😏 Focus on the handling, ignore my "artistic" choices.
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ALT Give Good Gameplay Bad Gameplay GIF

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Got some gameplay footage today and honestly, it’s pure chaos. Please ignore the rough edit, I’m still figuring out the video editing part but I’m getting better every day. We’re looking to start playtesting with real people soon, so if you want to jump in and help us break things, give us a follow for updates.
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Limb Bizkit
Neat free #Blender add-on #LimbKit creates 3D hands and feet Jörg Grubmüller's #GeometryNodes based tool provides a quick way to block out hands, feet (and paws and claws) for your 3D characters, for #illustration and #animation work cgchannel.com/2026/03/neat-f… #B3D @joergsla
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If you’re 25 and unmarried, what are you doing??
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Leaving the 9-5 office and now heading home to work on my own game
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Developed this scrolling shader for the side lanes. Used a custom arrow mask and clean UV mapping to keep the movement consistent. The emission and normal maps really come together for an appealing feel. We think it’s looking pretty slick, but what do you think? Any vehicular combat fans have ideas on how to crank the intensity up a notch?
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Oops!! Floor was optional today, apparently 🤡
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