Gregg @gregorski.itch.io · 06/06/2026Turning 30 today! Glad I've been allowing myself to not worry about posting/game marketing. But as I spent a lot of the last 10 years learning gamedev, this is a small tribute to that! #ue5 #gamedev #indiedev 0163
Gregg @gregorski.itch.io · 18/04/2026Fixed up the lasers that have been sitting around for too long now, and gave them static and lite tracking behaviors. #gamedev #indiedev 284
Gregg @gregorski.itch.io · 11/04/2026Gave my new Shift mechanic some SFX and visuals when activated! #gamedev #indiedev 1224
Gregg @gregorski.itch.io · 21/03/2026Been working on iterating combat design. Some of that work can't be parsed here but it's slowly coming together more :) #gamedev #indiedev 0163
Gregg @gregorski.itch.io · 03/03/2026In honor of the blood moon eclipse, I made a lighting mode for my game! #gamedev #indiedev 1223
Gregg @gregorski.itch.io · 24/01/2026Some enemies will shoot back, so the player can wear armor when needed to take an extra bullet or two. Just mind the extra weight. #gamedev #indiedev 0113
Gregg @gregorski.itch.io · 11/01/2026Over the past week I’ve been resurrecting a game prototype from 2021. Really like how it’s coming out this time with how much I’ve learned. #gamedev #indiedev 3249
Gregg @gregorski.itch.io · 09/11/2025Been iterating on making enemies populate and patrol ahead of you and attacking when you get closer; along with fixing enemy behavior oversights, it's a step up! #ue5 #gamedev 0152
Gregg @gregorski.itch.io · 25/10/2025You can now hear some wind while you fling yourself around the world! #ue5 #gamedev 0153
Gregg @gregorski.itch.io · 16/08/2025Projectile bursts now lead their aim better and start faster. #ue5 #gamedev 0174
Gregg @gregorski.itch.io · 01/08/2025Portals have been a sweet addition to my game. (Forerunnerx - Contempt) #ue5 #gamedev 0155
Gregg @gregorski.itch.io · 25/07/2025Finally fixed the viewmodel visual while grappling. Wallruns and sliding got some needed attention too. #ue5 #gamedev 1133
Gregg @gregorski.itch.io · 24/07/2025Luckily the game aims for you a little bit (Forerunnerx - Contempt) #ue5 #gamedev #indiedev 1103
Gregg @gregorski.itch.io · 19/07/2025Improved my aim nudging code a bit - basically bends bullets to help you hit targets if your aim is close enough, especially on wallruns! It is adjustable per shot profile, and I've exaggerated the values a bit for this clip. #gamedev #indiedev 0123
Gregg @gregorski.itch.io · 13/07/2025Redoing tutorialization and adjusting systems accordingly. It'll probably change a bit more but - Triggers prompt to open a Tutorial window with a bit of information on mechanics in context. The prompt can be ignored, but I might do a first-time force for new players. #ue5 #gamedev #indiedev 0226
Gregg @gregorski.itch.io · 11/07/2025Feelin preeeetty pleased with how my game looks. #ue5 #gamedev #indiedev 3194
Gregg @gregorski.itch.io · 02/06/2025Updated enemy animations and visuals. Lots of work lately in improving enemy behavior too. #gamedev #indiedev 0225
Gregg @gregorski.itch.io · 27/05/2025New replayable Totem challenge arena (waves escalate), grapple points display distance to interact, pickups display cooldown, jump restores for free midair jumps, AI fixes... And I'm experimenting with a cybersword energy slash. #ue5 #gamedev #indiedev 0114
Gregg @gregorski.itch.io · 03/05/2025Weave through the chaos. #ue5 #gamedev #indiedev 🎵 Acryl madness - Melting Pulse 1115
Gregg @gregorski.itch.io · 30/04/2025Wallrunning now checks above and below the player to keep you roughly centered on the wall, making this platforming segment feel much smoother than it would otherwise! #gamedev #indiedev 0213
Gregg @gregorski.itch.io · 14/04/2025Been a little more detail oriented lately. Besides extra visual touches, grapple points have cooldowns and line of sight breaks now. #gamedev #indiedev 0183
Gregg @gregorski.itch.io · 12/04/2025Enemies now have appear and dissolve FX, and a bit of delay when spawning in. #gamedev #indiedev 080
Gregg @gregorski.itch.io · 12/04/2025Returnal style ring hazards, my setup is simple but effective! #gamedev #indiedev 3264
Gregg @gregorski.itch.io · 07/04/2025Movement got a bit more refinement this weekend. Got rid of some long standing sore spots. #gamedev #indiedev 1285
Gregg @gregorski.itch.io · 05/04/2025Experimenting with additional grapple targets. The Barrier ability's grapple is automatic if you're looking at it. All of these grapple points have lower range than default. #gamedev #indiedev 0134
Gregg @gregorski.itch.io · 03/04/2025One day, these models are due for upgrades. For now, this is a pretty sweet shot. #gamedev #indiedev 0133
Gregg @gregorski.itch.io · 29/03/2025Enemy projectiles are getting better at zoning the player. Can't pass through them all, you'll have to weave around. #gamedev #indiedev 172
Gregg @gregorski.itch.io · 28/03/2025Care to try lethal projectiles? Death by a thousand cuts? I implemented some non-controversial sliders to try out some twists on game rules! #gamedev #indiedev 072
Gregg @gregorski.itch.io · 24/03/2025Audio pass today. And you can spot some fun new stuff going on. Drop me a wishlist if you haven't already? :) store.steampowered.com/app/2408640/... #gamedev #indiedev 1296
Gregg @gregorski.itch.io · 22/03/2025Got enemies using different attack styles under changing contexts. Up close, shotgun. Farther away, projectile hose. #gamedev #indiedev 0214
Gregg @gregorski.itch.io · 16/03/2025Have I done an art direction? Gameplay in replies #gamedev #indiedev 1143
Gregg @gregorski.itch.io · 16/03/2025I found an excuse that I like to let the player go fast: Dune skiing. #gamedev #indiedev 1185
Gregg @gregorski.itch.io · 11/03/2025I’m becoming more excited about the potential of this area. Gonna get literal mileage out of the dunes and open area. #gamedev #indiedev 32911
Gregg @gregorski.itch.io · 10/03/2025Realized I had left behind some of the underwater vibe I was going for. #gamedev #indiedev 1133
Gregg @gregorski.itch.io · 08/03/2025Just finished Metal Garden, a game I randomly stumbled upon the other day. Great sense of space, scale, and cool level design. tinerasoft.itch.io/metal-garden 2249
Gregg @gregorski.itch.io · 07/03/2025The grass generation for landscape materials works great for rocks - when it's dense enough it feels like it accomplishes what Nanite displacement does, without enabling it. That and it culls at distance. #gamedev #indiedev 0134
Gregg @gregorski.itch.io · 07/03/2025Started lookdev on a new area. I’ve got a couple of strong influences coming out here. #gamedev #indiedev 2196
Gregg @gregorski.itch.io · 01/03/2025Arenas won't always lock you in now, so you're sometimes just free to fly through them to wherever you're going. To build off of that, I've been opening up walls and creating paths/routes to other points of interest and objectives. 🎵 Donbor - Return #gamedev #indiedev 0275
Gregg @gregorski.itch.io · 01/03/2025Tried out a classic fake depth fog to pop the level depth with a gradient, really liking the results! Before/after depth fog shots, the lighter sections is with it on. It has a few blends to not apply close or very far, and fits in quite nicely. #gamedev #indiedev 0164
Gregg @gregorski.itch.io · 24/02/2025Hi everyone, thanks for the interest in my game! Got a lot of work ahead of me to land a new demo, including working out details of a larger mechanic I’m experimenting with. Meanwhile, here’s newer, smoother gameplay! #gamedev #indiedev 0152
Gregg @gregorski.itch.io · 10/02/2025Always will be a fan of floating rocks. #gamedev #indiedev 14310
Gregg @gregorski.itch.io · 07/02/2025Enemies can now passively wander around the environment ahead of your arrival. #gamedev #indiedev 1181