Idle Holdings
After release: working towards Era 8
Idle Holdings is released. Its next content step needs to build on the existing holding.
Read updateDevelopment is a series of small decisions. Here I share the work behind the games and tools.
This archive contains original posts and newly written retrospectives. Retrospectives show both their period and their actual publication date.
Idle Holdings
Idle Holdings is released. Its next content step needs to build on the existing holding.
Read updateThe Distiller’s Path
From placing individual machines to walls, doors and routes in a 2.5D distillery.
Read updateOpenFront Autopilot
Why visible decisions and a clear pause matter more to me than grand promises.
Read updateSirenstead
Roads, lots and routes in Sirenstead need to work as a city and as an emergency response area.
Read updateBattle Framework
Why I am bringing recurring battle systems into a Unity framework.
Read updateSirenstead
How Idle Emergency became a mobile emergency management game, and the design choices shaping Sirenstead today.
Read updateIdle Holdings
How Frontier became a set of long-term projects and Family Programs, and why the late-game interface had to grow with them.
Read updateIdle Holdings
A behind-the-scenes look at how I am extending Idle Holdings with a new later-game scale, clearer information and long-term projects without losing its original identity.
Read updateIdle Holdings
How I rebuilt the mobile interface around clearer businesses, resources, actions and long-term progression without replacing the game underneath it.
Read updateIdle Holdings
Why completed businesses belong in the portfolio while the current era stays at the centre.
Read updateIdle Holdings
What the early eras taught me about requirements, resources and stalled production.
Read updateIdle Holdings
Looking back at the opening of Idle Holdings: buying, producing and understanding what happens next.
Read update