I won't sell time.
No daily login bonuses. No fear-of-missing-out timers. No premium currency you spend faster than you can earn it. You buy the game once. That's it.
An independent studio building slow, deep-systems titles. Quiet engines for long hours. One person, shipping when it's done.
90 seconds of gameplay. No marketing voice-over.
A deep-sea idle dungeon crawler. Out now on Steam.
The three most recent ships.
Things I'm not willing to do for growth.
No daily login bonuses. No fear-of-missing-out timers. No premium currency you spend faster than you can earn it. You buy the game once. That's it.
No microtransactions, no battle passes, no cosmetics stores. If it ships in the build, it's in the build.
No roadmaps. No 'coming soon' chips. If it isn't in version.json, it doesn't exist.
Hand-edited per significant moment. Not a blog.
Today I shipped v1.2.3 — a Linux launch fix one player flagged from Hyprland on an NVIDIA card. Two issues in the godot_wry stack: a GTK panic under native Wayland, a black window from WebKit's DMA-BUF compositor. The whole patch is a four-line launcher script that sets two environment variables.
Aaron sent me the stack trace, then a workaround he'd found himself, then a screenshot of the black window — all before I'd replied. That's most of the work; when a player iterates the evidence three times, the fix is small. Nine weeks past launch and the long tail looks like this — someone on a setup I'll never own, finding a corner I never thought to test.
— Ethan