My New Game
Hey, Reader!
It’s been quite a while since my last post. In that time I’ve started working on a new game that I’m hoping to publish.
It’s called Legends. It’s a small 2D roguelite set in procedurally generated dungeon worlds, with a little inspiration from UnderMine and similar games. You’ll explore dangerous worlds, fight brutal enemies, collect loot, die horribly, upgrade your gear, and dive back in stronger.
It’s still early days (very much a prototype), but the core is coming together fast, so I wanted to share the vision and current progress.
The Vision
You pick a class, drop into a dangerous world, and fight your way deeper. Each run should feel fresh thanks to procedural generation. Of course, death isn’t the end. You keep some resources to forge better gear and unlock some cool permanent upgrades.
Key pillars:
- Fast, satisfying real-time combat where dodging, range, and positioning matter
- Strong class identity (Barbarian tanks hits and swings heavy weapons, Archer kites from afar, Mage controls the battlefield with spells, etc.)
- Progression that feels good both during a run and across runs through forging/shop upgrades
- Themed worlds with their own enemies, bosses, and vibe (starting with Desert, then Volcanic, and more later)
Current Progress (January 2026)
The foundation is already pretty solid:
- Full inventory grid, stackable items, hotbar, and item tooltips
- Data-driven items (individual JSON files per item, like swords, armor, and potions)
- Consumables working (health potions heal, and future potions will add buffs)
- Custom UI system (panels, buttons, progress bars, clickable inventory slots)
- Smooth player movement with velocity-based controls
- Stats system with base + equipment + buffs calculation
- Configurable controls and settings file
- Asset pipeline that copies resources into the build folder
Recent milestone: I refactored the whole item system to be modular and added proper inventory and hotbar UI with sprite rendering and interaction. It finally feels like a real game when you open your bag.
What’s Next?
Short-term:
- Procedural room and dungeon generation
- Basic enemy AI and combat
- The first few weapons and their special effects
- Class-specific abilities
- Desert enemies and the Tarantula boss
Longer-term: polish, sound, more worlds, and eventually a release on PC/Linux.
Final Thoughts
I’m having a lot of fun building this. There’s something really satisfying about seeing a little pixel character swing a sword, pick up a potion, and actually heal, knowing it’s all code I wrote from scratch in C.
I’ll try to post regular updates with screenshots and gifs as things get more visually exciting. Right now it’s mostly red debug lines and placeholder sprites, but that’s changing fast.
If you’re into roguelites, low-level gamedev, or just want to follow an indie journey, stick around. If you’ve got ideas for classes, weapons, or world themes, I’d love to hear them.
Thanks for reading. Now back to coding.