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Chris

@gamekombinat.com
699 followers 632 following 1.1K posts

You can hire this guy for all your Unity, PHP and database needs! Making Liha. Wishlist on steam! store.steampowered.com/app/1332820/… Solo Developer from Germany.

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Chris @gamekombinat.com · 01/10/2026
A battle droid that was assembled by the Flesh. Who knows what it's up to #gamedev
Shows a worn, half-humanoid looking battle drone with guns for a head and weapons for hands, held together with a red fleshy looking substance
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Chris @gamekombinat.com · 25/09/2026
I'm wiggly wobbling. No idea if and what and if so when and where. But when and if, I either need to write some spider legs IK solver or try and make a rather complete set of animations to cover whatever it is, that I wanna do here 😂🫠
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Chris @gamekombinat.com · 24/09/2026
Here's a fresh look at Liha, friends. I'm making all kinds of progress. Six-DOF shooting with maximum carnage. Enjoy. Hey, if you like this, source me a WL on Steam! bit.ly/4rAKXyo #gamedev #indiegames
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Chris @gamekombinat.com · 24/09/2026
You know what's a-comin with this one, don't you? #gamedev
3D minimap of a procedurally generated dungeon showing a room labelled "survive the waves"
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Chris @gamekombinat.com · 11/09/2026
My commit log for the entire day - tells the story lol Time to head to bed. And count some minions 🫠
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Chris @gamekombinat.com · 10/09/2026
Ugh, the bane of my PC existence. It seems inevitable no matter what you do
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Chris @gamekombinat.com · 04/09/2026
Time to finally improve Lihas enemies. First step: Enhancing the navigation data generator to find nodes that can potentially be used as cover locations. Using my SDF data for that again, simply testing the distances. It works really well. Red nodes are potential cover. #gamedev
A screenshot from the unity editor showing a room with red and blue nodes dotted within.
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Chris @gamekombinat.com · 01/09/2026
The amount I struggled to get the line rendering between a lock & key pair ... Not so much building the line. It's more because I'm stubborn and I did not want to accept that my first attempt of getting the correct points simply wasn't going to work 🫠 #gamedev
A screenshot of a 3D minimap. It shows multiple rooms, of which 2 are a lock and a key room. An orange line is rendered between these 2 rooms to signify that they have a relation to each other
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Chris @gamekombinat.com · 02/08/2026
It's learn-a-new-thing day. Today is material maker: github.com/RodZill4/mat... Tickles the right itch for me. Making new concrete designs for the bunker without having to scavenge the interwebs for stock photos of walls lol
Screenshot of a low-res, nearest-neighbour sampled concrete textureScreenshot of a node graph that generated a concrtete texture
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Chris @gamekombinat.com · 31/07/2026
Sneak peak at a new bunker element. This is going to be a bunker subset. Constituting drainage and sewer systems. Just one module of many. 90% of level geometry made with realtime CSG. Goes to show why this tool needs to survive, I feel like. #gamedev #indiegames
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Chris @gamekombinat.com · 21/07/2026
I'm over here, building cool stuff with technology that has been deemed woefully outdated. Not for me, it isn't.
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Chris @gamekombinat.com · 21/07/2026
Started mocking up new spacesd with my hacked up version of realtime csg and it takes a little "getting-back-into" with the brush based workflow. But damn is it a breeze. Almost like back in the Hammer days. #gamedev #indiedev
A 3d mockup of a dimly lit dark concrete canal room type of deal. A classic yellow/blue contrast and thick fog.
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Chris @gamekombinat.com · 14/07/2026
I have forseen things and prepared a stub. It is time to devise the mentioned balancing methods. Perhaps by detuning weapon values depending on the weapon class. So that, lets say, if a shotgun is too powerful, and it perhaps is too fast, slow it down. But if we get a scattergun, weaken the damage
private static void PostProcessValues(WeaponPrototype c) {
    // implement some balancing methods if stuff keeps being too crazy.
}
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Chris @gamekombinat.com · 08/07/2026
A campaign will now consist of any number of missions which are configured in editor, in terms of what they are, what to do and how the world is generated. The selection will default to the first mission that wasn't finished. But you can play any previous mission before that. #gamedev #indiegames
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Chris @gamekombinat.com · 07/07/2026
Rewritten the entire mission generation workflow to be editor-configurable and exposed the generator rules. Which I'm proud of, that I made this a thing now. But I haven't tested it yet and I'm dreading all the things that will probably go wrong 😂🫠
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Chris @gamekombinat.com · 06/07/2026
Went ahead and tried out what happens when bouncy projectiles explode on contact. Explosion effect isn't final. But it's ... overwhleming lol This would be some kind of late-game in this particular combination #gamedev #indiedev #indiegames
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Chris @gamekombinat.com · 03/07/2026
There. Homing 26 shotgun slugs. These are very deadly indeed bwahaha. There is a slight issue in it but I'll iron it out and there we go. Homing shotgun. This is insanity and there is nobody stopping me from shipping this! #gamedev #indiegames #6dof
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Chris @gamekombinat.com · 01/07/2026
I'm hand-painting the roughness of this and ... I don't know. This is a pickup a player maybe sees for 5 seconds and then it's gone... but I can't help it lol
Screenshot of blender showing the UB editor on the left, with an image for metallic and roughness. on the right a cylinder with metal caps and green material in the center
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Chris @gamekombinat.com · 30/06/2026
I like the pretty colours. But I'm afraid that this totally reads as rarity and rarity isn't a thing in the game. But there's an avoidable risk of confusion I guess 🤔 #gamedev
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Chris @gamekombinat.com · 30/06/2026
I'm juicing up the weapons menu. Heard it needs more feedback. Added more feedback. Coming together. Of course, this is controller supported as well. Might do drag & drop for mouse later #gamedev #indiegames #6dof
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Chris @gamekombinat.com · 24/06/2026
This one is so bad, I needed to make the file name a warning before listening. My ears are still ringing. 😵‍💫
Snipped of an aggressive audio waveform with a filename next to it. File is labelled "ear_numbing_static_noises"
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Chris @gamekombinat.com · 14/06/2026
Phew, I'll be save from your y-inversion wrath! 😂
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Chris @gamekombinat.com · 14/06/2026
Of course I don't know if you've tried that yet. But this option tends to work well for me, when importing FBX from different Packages. Rather than manually figuring out the correct orientations. Dunno, maybe it's helpful :D
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Chris @gamekombinat.com · 12/06/2026
In todays mini progress: Added weapon stats displays to compare two weapons and check if you want to combine or swap them based on that. I feel like the resulting weapon should go into the slot of the weapon selected last, not first tho. Mixed that up I guess 🤔 #gamedev #indiegames
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Chris @gamekombinat.com · 11/06/2026
How making this look sort of acceptable took about twice as long as actually fusing 2 weapons together and saving / restoring them from save files - I don't know. It STILL isn't final but I'm getting somewhere with it. Time to switch gears some. #gamedev #indiedev #indiegames
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Chris @gamekombinat.com · 09/06/2026
Combined a shotgun with a railgun. Because there is nothing that says I can't... Well. There ya go. It brings to mind an issue about how to deal with ammo for "bred" weapons. But I'll find something to handle it. #gamedev #indiegames #indiedev
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Chris @gamekombinat.com · 09/06/2026
Just combined a small pew pew with ricochet projectiles with a shotgun and got an alternating-barrel shotgun with like 6 ricochet projectiles per barrel per shot. I didn't record the combining. But this is what came out of it. This is crazy. I love it. #gamedev #indiedev #indiegames
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Chris @gamekombinat.com · 08/06/2026
It presently looks TERRIBLE but since the weapons are random now, you gotta be able to have MORE. So there's a UI now to swap weapons around. It's a bit clunky because I need to think about controller support as well. But either way. MORE PEW PEWS! #indiegames #indiedev #gamedev
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Chris @gamekombinat.com · 05/06/2026
Hello #PitchYaGame! Here's The Ministry for Anomaly Observation. It is exactly what it sounds like! Observe, report, build case files! Don't let the evils get to you though. Your nightshift might become corrupt. So will your evidence! Wishlist on Steam! bit.ly/4uieqxq #horror #indiegames
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Chris @gamekombinat.com · 04/06/2026
I reached the 600 followers the other day and I didn't even notice. Cannot let that stand. Welcome, everyone! Thanks for following along a (sometimes) grumpy man's ramblings about making games and stuff! Fair and square: Thanks! I appreciate it.
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Chris @gamekombinat.com · 01/06/2026
Here's a weirdly vertical sneak peak for one of the anomalous cases in The Ministry for Anomaly Observation. Inspired by a town I used to call home once upon a long time ago. Check out the Demo on Steam. bit.ly/4uieqxq #indiegames #horrorgames #horror #gamedev #indiedev
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Chris @gamekombinat.com · 31/05/2026
I have heard that the corruption isn't obvious enough yet. So I made it a wee little bit obvious. It's The Ministry of Anomaly Observation. It's exactly what it looks like! Get the Demo: bit.ly/4uieqxq #indiegames #horror #indiegaming #horrorgames #gamedev
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Chris @gamekombinat.com · 18/05/2026
Sometimes I tend to forget how much I've learned over the years. Here's a programmer person that can build a full-body IK rig in blender, including some hand shenanigans What I'm saying is, look back from time to time. Make yourself aware of how far you've come. It's important. Keep on rolling!
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Chris @gamekombinat.com · 16/05/2026
Aaaaah, you hate to see it 🫠
Image of a video editing software showing the dreaded MEDIA OFFLINE palceholder in an otherwise finished sequence
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Chris @gamekombinat.com · 27/03/2026
While the new weapon system brings A LOT of new fancy things, I have not restored all original features from the old one yet. But I have one more down now, the orbitals. Which you can find as powerups. Gives you some auxiliary firepower. #gamedev #indiegames
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Chris @gamekombinat.com · 25/03/2026
Finished additive projectile behaviours. Now any projectile can potentially becomeany combination of bouncy, explosive on contact, homing, chaining, with knockback ... Bouncy sustained fire? This could be shotgun shells as well. Imagine these explode lol #gamedev #indiegames
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Chris @gamekombinat.com · 25/03/2026
Curiosity got the better of me and I decided to have my codebase counted for lines of code. As one does. It's a lot 🫠
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Chris @gamekombinat.com · 24/03/2026
I implemented a weapon power budget system. So you can't get the crazy weapon combos right in the beginning. Here's a tool that I made to help balance the power. Eventually, I want this to show all the weapon properties and have it all in one place. But it will do for now. #gamedev
A unity editor window showing a tabbed view for various weapon parts. Below the tabs, a list of weapon part items that visualises power levels, weights and names.

Below that, yet, a summary about random statistics and an option to randomly roll weapon stats for inspection.
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Chris @gamekombinat.com · 24/02/2026
Took some time to make new artwork for Liha. Fresh out of the oven! It's still warm. 6 DOF procgen shooting game sounds like your jam? Check it out on #steam store.steampowered.com/app/1332820/... #gamedev #indiegames
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Chris @gamekombinat.com · 10/02/2026
But I'm not just nagging. I have a layout-stable solution. In case you are interested. It's Kombinat Approved ✅ gist.github.com/damagefilter...
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Chris @gamekombinat.com · 10/02/2026
That is production ready layouting with ui toolkit. Unitar Approved ✅
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Chris @gamekombinat.com · 08/12/2025
Since october ... yeah I've got distracted by other things. And it's gonna stay that way for a while yet. What with earning some actual money and all that to be able to eat and dump filthy amounts into my motorised vehicle. But making progress!
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Chris @gamekombinat.com · 06/11/2025
It appeats that this diversion path technique wasn't going to suffice. It would sometimes use transit elements where the exit connections would point to existing geometry. So I now rasterize the modules SDFs into a coarse world space grid to allow cheap look-aheads when placing modules. #gamedev
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Chris @gamekombinat.com · 05/11/2025
I did add a little diversion path in case the graph cannot be resolved spatially. Ie. there ain't no room to put a module. This uses small transit elements to move the execution to a spot where there is space. And it is wild (but plausible) 😂 #gamedev
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Chris @gamekombinat.com · 05/11/2025
The level isn't functional yet. But the graph generates pretty things now. And it's very controllable. Incidentally, this also fixes the issue of level segments being open so players could get out into the void. #gamedev
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Chris @gamekombinat.com · 23/10/2025
Started working on improving the world gen with keys and locks. And I'm making this way too complicated but it's all I know to do 🫠 #gamedev
An open notebook with scribbles and handwritten notes about procedurally placing keys and locks in a world graph, without creating deadlock situations.
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Chris @gamekombinat.com · 14/09/2025
So, #unity folks. Mind this here new default setting. Unity Diagnostics are not compliant with the GDPR by default. You have to take action on your own (at least provide opt-out option) or manually disable the usage. #gamedev
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Chris @gamekombinat.com · 08/09/2025
Someone wasn't paying attention 🫠
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Chris @gamekombinat.com · 27/08/2025
Last deed for the day. Took a while to figure that one out. But there it is. Some fake depth fog for the spooky nights and cold mornings. Maybe. Exaggerated settings to make it more visible #gamedev #indiedev #indiegames
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Chris @gamekombinat.com · 27/08/2025
What do you think? I may or may not have an idea for this. Bit of a spooky season story kinda deal in charming pixel art? #gamedev #indiedev
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