Developer Log

Weekly updates, prototyping chaos, and the road to finishing MoonBurn.

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LATEST 2026-05-04

MoonBurn Now Runs on Steam Deck

This week was a big one for MoonBurn: the game now builds for Linux and runs nicely on Steam Deck. That is a really important milestone for the project, because Steam Deck support is one of the targets from the start. I also added blob shadows and started polishing a small “beautiful corner” of the game with new snow and ice floor materials, ground mist, refreshed fire visuals, and better texture work. It is starting to feel much closer to the look I want.

On the gameplay side, enemies got more interesting. I added a new spawner enemy that tries to flee from the player, find a safer position, and spawn minions while keeping track of how many are active. Combat feedback also improved with Spine animation events, damage flashes, death VFX, and telegraphed melee attacks where enemies can wind up and only apply damage on the actual hit moment. I also fixed an aiming issue when the character flips direction, so the weapon/aim visuals should now feel much more consistent.

I am also changing how I organize development. Mondays are now for marketing work: website updates, social posts, store page prep, and tools around that. Fridays are now “level day,” where I only work on levels instead of coding or making new art. The rest of the week stays flexible. If polishing keeps moving at this pace, the Steam “coming soon” page for MoonBurn should not be too far away.


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Previous Logs

2026-04-27

Development Week 16

This week was mostly about making MoonBurn’s characters feel more alive in combat. Enemies can now use animation events from Spine, which means att...

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2026-04-20

Development Week 15

This week I spent some time updating the player character art ingame, including new Spine imports and texture/skeleton changes. It is mostly behind...

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2026-04-13

Development Week 14

This week was a small but useful characterfacing fix. The player’s front/back direction now matches the actual art correctly, so moving up and down...

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2026-04-06

Development Week 13

This week I worked on making enemies feel a bit less robotic. They can now switch between different movement speeds more smoothly, instead of snapp...

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2026-03-30

Development Week 12

This week I worked on making the quarantine barrier feel more like a real part of the arena instead of just a visual boundary. If the player touche...

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2026-03-23

Development Week 11

This week was a big step for the main mission flow in MoonBurn. I added the first version of the quarantine zone: an arenastyle area that can lock ...

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2026-03-16

Development Week 10

This week I worked on the mission computer and the first pieces of the level objective flow. Power reactors are now interactable, and the mission c...

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2026-02-23

Development Week 9

This week I added the first version of a new enemy: the Stalker. Its Spine art is now imported, it has its own character blueprint, and it has been...

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2026-02-16

Development Week 8

This week I added a new set of fire FX assets for MoonBurn: fresh sprites, textures, and a material setup for the flames. Fire is such a central pa...

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2026-02-09

Development Week 7

This week was mostly about getting the handdrawn character pipeline properly into MoonBurn. I added Spine imports for the player and an enemy, upda...

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2026-01-26

Development Week 6

This week I added the first version of MoonBurn’s interaction system. The player can now detect nearby interactable objects, show an interaction hi...

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2026-01-19

Development Week 5

This week I added the first version of player respawning. Safe Points are now in the prototype map, and when the player reaches one, it becomes the...

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2026-01-12

Development Week 4

This week I added a movement modifier system, which means character speed can now react to what is happening to them. Running, aiming, burning, wat...

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2026-01-05

Development Week 3

This week I added the first proper weapon and aiming setup for MoonBurn. The player now has a modular weapon system, with equip/unequip support, fi...

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2025-12-29

Development Week 2

This week I added the first real player character setup for MoonBurn. The player now has movement, camera support, and aiming input connected throu...

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2025-12-22

Development Week 1

This was the first week of MoonBurn’s actual project history: the project was created, the first plugins were added, and the basic gameplay code st...

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2025-12-01

Pre-Production

Transitioning from Combocow After a decade doing contract work as Combocow, I've decided to officially pivot. Fun Frame Games is now my fulltime fo...

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