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Devlog
What's next?
March 03, 2023
by
chemicalcrux
17
Given that we’ve reached Macro March, it seems fitting to work on this game some more! The update itself is pretty minor. I rearranged the UI a little and enabled some basic monster AI. This replace...
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A bloody good update
September 10, 2022
by
chemicalcrux
6
Heads up: Just as a warning, this devlog is going to be…mostly blood. So, if you don’t like that stuff, turn back at the halfway point (: New input mechanics You can now zoom in and out with PgUp...
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More blood for the blood god
September 08, 2022
by
chemicalcrux
3
Lots of additional progress on the blood system! I switched from using decal projectors, which were causing splatters to show up on places they shouldn’t, to a second material whose mask gets update...
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Bloody footprints, faster macros
September 06, 2022
by
chemicalcrux
#patch
The latest preview build includes a couple of new features: Bloody footprints A new “debris” system allows for the macro to get stuff stuck to their hands, feet, and so forth. Currently, only the...
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The Big Ideas
September 06, 2022
by
chemicalcrux
Inspiration I was chatting with a vore-flavored group of friends during the middle of 2021. The topic of healthbars came up (who doesn’t love ’em?). I thought it’d be funny to tease someone by w...
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Moving to Itch!
September 06, 2022
by
chemicalcrux
2
After a bit of struggling (mostly with Unity), I’ve gotten Real-Time Stomping (formerly Raid, because my head was about to explode if I hear one more “shadow legends”) onto Itch! I’m still dec...
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