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Greetings folks,during June I got a few changes surrounding projected damage completed but won't be pushing them until next month.This is because the largest change, that I'm currently in progress with, is a refined tutorial.The category that had the most feed…
Thank you all for the feedback during the past 2 days! I've been working on improving the user experience, fixing bugs, and feature requests that everyone has graciously notified me of. I have 2 intents with this update: I wanted to show that your feedback doe…
Happy new year, folks!December was filled with some behemoths that were tackled: the engine was upgraded from UE 5.0 to 5.7. This undertaking involved changing a lot of UI and going through some arduous learning experiences with how the game is packaged differ…
Hello folks,September was a month of User Experience (UX) updates. I want to ensure Self Recurse feels great to play and then I'll place a heavier focus on feature work. This doesn't mean no feature work, just a lighter load until the UX is in a better place.I…
Hello folks,During September I focused on wrapping up the reported bugs that were encountered during the deckbuilders fest and started doing further UX research on feedback given. This would go something like getting a single report of, "The font is difficult …
Greetings folks,there are a good number of updates for the month, but there's one that I don't want to be hidden. Steam stats.I bring this up because it is a form of data collection, so I want to be as transparent as possible with it.The stats will only be use…
Greetings folks,July contained 2 notable features worth mentioning: the interactive tutorial and status pop-stacks.One of the pieces that I'd been putting off was the onboarding experience. I hoped that having good UX throughout a run would be enough to teach …
Greetings folks,May was one of the busiest months I've had in awhile. Deck Builders Fest kicked off the early month while it was incredibly humbling, I learned a lot and was given loads of feedback. During deck builders fest, I logged 23 items resolved in the …
Catch me tomorrow at 8 PM MT for the second stream for deck builders fest!We'll do deep-dives into mechanics in bursts.You can access the stream on the page for Self Recurse
Join me during the kick-off of Deck Builders Fest as we delve into the first act of gameplay in live-stream format. Everything you see will be available in the demo. I'll showoff gameplay while discuss the depth of mechanics ranging from their design to the ar…
Evening folks,April was a milestone month - the demo was released and is available for everyone to play.There is a Discord link on the start screen that I'll be fielding feedback with and I'm really excited to hear from all of you.I've also entered the Steam D…
Hello folks,March was ultimately a month of an emphasis in marketing and a little bit of feature work, most of which was user experience related.On the marketing front, I decided to scale this down. Marketing research is showing that festival involvement, havi…
Hello folks,February was a soul-searching month that resulted in some good outcomes.The first thing I want to address is AI tool usage in the creation of the game. As a civilization, we're at an interesting point where people can crank out games with the assis…
Hello folks!January felt like little process was made until I see the bullet list of what was worked on:Feature work- FPS improvement is substantial (when testing on the devices I own, it was ~33% better)- Steam cloud saves are working- the dice UI has been co…
Welcome folks, I'm thrilled that you're here! Thank you for checking out Self Recurse!Self Recurse is a Card-battler at its core, with roguelite elements meaning permanent progression in between a run and no run is the same.I'm Will - the solo dev behind the p…