Chromatic Decay @chromaticdecay.bsky.social · 10mAtmospheres, world by world, in one star system at true scale: Meridian's cloud and the ringed giant Barrow from orbit, and Slate's dust haze, where she sets down at the terminal in a cloud of it. The full haul, 2:39: youtu.be/Ax7kAM-GDTo 000
Chromatic Decay @chromaticdecay.bsky.social · 10mThe lighting aboard: the hold comes up from red emergency lamps to sodium, every lamp off the ship's own power bus. Then the forklift's lamps light up the corridor as it creeps to the door. 100
Chromatic Decay @chromaticdecay.bsky.social · 10mA haul in Deadhead, our PSX-style space-trucking sim. Dusk on Meridian Hub, in the planet's own storm: rain on the slab, a lightning strike, her lamps coming on, lift-off, and up through the cloud deck into the setting sun. In-engine, work in progress. #gamedev #indiedev #psx 142
Chromatic Decay @chromaticdecay.bsky.social · 01/10/2026Not by feel. You plan each burn on a map table in the cockpit, and the ship's computer flies it, or you fly it yourself following the flight plan. The hard part is that a heavy truck never burns exactly to plan, so you correct the drift, and every decision can cost fuel. 100
Chromatic Decay @chromaticdecay.bsky.social · 30/09/2026Every room aboard is walkable, and every lamp runs off the ship's own power bus. A walk through her, from the main corridor to the bridge. 000
Chromatic Decay @chromaticdecay.bsky.social · 30/09/2026Cold start, lift-off, orbit. Deadhead's hauler isn't animated: she's a vessel in our true-scale orbital sim, flown from the cockpit's own levers. In-engine footage, work in progress. #gamedev #indiedev #godot 2216