codename: Graviton
Enter the WELLSCAPE, a military grade database where vital information is stored. Your mission: to extract info and eliminate the viruses before they do the same. uncover dark truths and navigate the digital dimension armed only with your bladed weapon and the ability to manipulate Environments.
Devlog: November 2025
Entry 1: The Intro
For this first official log, I’ll focus more on the movement. When navigating track sections (more on that later), the player rides a surfboard sword (a surf-sword, if you will), and can freely move left and right while racing forward on digital highways. There are obstacles, pickups and (eventually) branching paths.
My goal is for the movement to feel engaging, none of this typical, mundane endless runner stuff. Navigating them will require precision, timing and split second decision making. This will be enriched by further planned mechanics and hopefully not be too limited by what I inevitably might need to scope down.
I’m obviously still refining animations, adding mechanics and fine tuning the track pieces, but for NOW, I feel like I have a fairly solid base build. What do you think? Check out the full video:
This entry marks the first official monthly developers log for Project Graviton (Name not finalized). The plan going forward will be to log the major changes, innovations, failures and accomplishments for this ongoing indie game. It will also provide a peek behind the curtain as to my creation process (to anyone who may care). As such, If you are reading this, I hope you find it somewhat interesting.
That out of the way, here we go.
Obviously, It would prove pretty tedious if I started from the very beginning. As such, I have cheated with a bit of a jumpstart. As of this entry, I have been working on this project for a few months now.
It started with a basic premise for a short game idea; Sonic Riders (yes, the one about hoverboard racing), but as a 3D speed based, puzzle maze with gravity mechanics. The player can move, jump, manipulate various parts of the track, and occasionally attack enemies along the way.
Devlog: December 2025
Entry 2: Combat
This log is primarily about showing off early player animations, discussing future plans, and breaking down how I want the combat to feel and function. Although I left myself wiggle room In the likely chance I decide to alter the plan a second time.
My goal here is to create a basic understanding of WHAT I want this game to be, as well as weed out or rework anything that doesn’t mesh with the vision. As always, let me know what you think.
Check out the full video:
Welcome to the 2nd entry in this game’s development journey! This time I chose to focus on combat mechanics and style. YES, this game will also feature combat! Am I biting off more than I can chew expanding this game’s scope in such a manner?
Almost certainly.
You can now add inspirations like NieR and Devil May Cry to the list. The combat will however, not be the main focus of the game, and more of a secondary mechanic to switch things up.
The main reason for this innovation is that I didn’t JUST want this project to be a literal (subway) surfer clone, or nearest mobile game equivalent. My answer for this was to intersplice the puzzle track sections [which will going forward now be referred to as wells] with bits of combat in the form “boss” fights. Each fight will introduce the mechanics required to balance both gameplay styles.
Devlog: “January” 2026
Entry 3: Customization
There you have it, The player has cosmetic options. What do you think? Check out the full video:
That’s right, MORE stuff I probably didn’t need to add… but am anyway BECAUSE IT”S COOL. Tldr is: I’m not 100% content with how the main character looks. So I did what any rational solo dev would do and gave myself two options:
1) Rework the player character. Better design, topology and skeleton. UNFORTUNATELY, this would very likely require retexturing, rerigging and redoing ALL of my animations (or at the very least refitting them to the new rig). And i’m not sure about you, but I actually quite like some of the animations I did, and redoing them sounds like a pain.
So I went with option 2.
2) Minor tweaks to mesh, no bones altered. However, I will introduce alternate headpieces, masks and weapons that the player can equip to make their avatar more…. theirs. By no means a new concept, but a simple and effective one. As an additional bonus, it adds a utility to the score currency [Bytes] that I briefly mention in episode 1, and making some of these items collectable rewards from beating boss fights or solving puzzles adds some replay value. Win-Win.
Currently, I’m unsure of the extent this system will be, but my video does a halfway decent job of outlining it, as well as the overall gameplay loop.
Devlog: February 2026
Entry 4: Coming Soon