The ink physics finally click
Spent three weeks fighting the fluid sim. Today it just... worked. The way ink spreads when a character lands — it's not realistic, it's *right*. There's a difference.






Every frame hand-drawn. Every mechanic hand-coded.
Games that breathe.
Hover any cell to read the dev's margin notes.

"Frame 08 of 24 — the hop lands heavier than I expected. Keeping it."
"The lantern doesn't light the room — it lights the *mood*. Reduce radius, add flicker variance."

"Level 3 — The Undermoss. Palette locked."
"Draw a line. Watch it breathe. This is the core loop."

"The Archivist. Knows too much, says too little."
6 games. 80,000+ plays. Every one drawn by hand.
Spent three weeks fighting the fluid sim. Today it just... worked. The way ink spreads when a character lands — it's not realistic, it's *right*. There's a difference.
Every mechanic starts as a thumbnail sketch. The pixel grid comes second. Something about the resistance of paper forces decisions. The screen lets you undo too easily.
The Undermoss has no music track. Just ambient drip, distant wind, and the sound of your own footsteps on wet stone. Playtesting says it's either the best level or the loneliest. Maybe both.
Didn't expect that. 100 keys left before the first batch closes. If you're reading this and you haven't signed up — the link is below. I won't mention it again.