Jussi Kemppainen @jkemppainen.com · 14/09/2026I am opening my point and click engine for beta testing. Apply for the test at clickworks.jkemppainen.com #adventuregame #indiegamedev 2114
Jussi Kemppainen @jkemppainen.com · 12/09/2026More work done on my pixel art game engine. Advanced particle effects, fully redone UI, support for managing and creating in-game menus and much, much more! #adventuregame 1111
Jussi Kemppainen @jkemppainen.com · 11/09/2026I am building a pixel art point and click game engine that includes everything from scripting to asset creation to animation (2d and 3d) and particle effects. a complete suite of tools for making the best kind of games: pixel art point and click! Clickworks. Opening for testing soon! #adventuregame 36510
Jussi Kemppainen @jkemppainen.com · 04/08/2026Silver BETA 6 is out for testing! Better everything* (*Film emulation) Join test at silver-photo.com/download/ 🐼 020
Jussi Kemppainen @jkemppainen.com · 03/08/2026Overt the summer holiday I built a photo emulation software for high-end photo emulation on iOS and Mac OS, can be used directly in Photos in image edit mode. Super quick, easy! All feedback welcome! You can download the app for iOS and Mac OS in the following link testflight.apple.com/join/2zP3PKz5 130
Jussi Kemppainen @jkemppainen.com · 26/06/2026The GI bounces affect everything in the world from vegetation to props and vehicles 050
Jussi Kemppainen @jkemppainen.com · 26/06/2026GI probes being recalculated in realtime to match shifting light scenarios. The probes could update every frame for ultra smooth look, but the game hardly needs that and I want this to run on the steam deck without issues! 140
Jussi Kemppainen @jkemppainen.com · 26/06/2026I also build a tech I penned GI stamps to allow meshes to bounce their color to the GI probes. It is a very subtle, but noticeable effect 130
Jussi Kemppainen @jkemppainen.com · 26/06/2026probes in shadow suppress the ground bounce and dim the sky away from shadow caster, creating nice occlusion. the suppression uses the occluder distance, letting more sky cast and bounce come trough in shallower shadow. 130
Jussi Kemppainen @jkemppainen.com · 26/06/2026vehicles in this game get hijacked mid-battle and thrown across five different biomes. each one has a different sun angle, sand color, and sky. baked GI is useless here: the world is fully procedural and randomized. 130
Jussi Kemppainen @jkemppainen.com · 26/06/2026day 608: ! built a fake real-time GI system for my game and it cost almost nothing to run! The warm sunset light wrapping under the car is not baked, not a probe volume, not a reflection capture. here is how it works 🧵 #buildinpublic #indiegamedev #unity3d 2456
Jussi Kemppainen @jkemppainen.com · 03/06/2026What would the apocalypse even be if you were not able to wash your cars! 1180
Jussi Kemppainen @jkemppainen.com · 19/05/2026Still at it! Making the vehicular combat game of my dreams! Explosions! Twisted metal! Machine guns! Please enjoy the latest dev montage! 48814
Jussi Kemppainen @jkemppainen.com · 02/05/2026jkemppainen.com/ruupeli/ I built a free web-app for parents with kids with ADHD or difficulty with executive function regulation. It has a timer and a can break repeating daily routines into easily digestible pieces with gentle weekly gamification. #neurodivergent #adhd 172
Jussi Kemppainen @jkemppainen.com · 10/11/2025bonkers vehicle combat game dev day 420 & 421: small things. I added pooling to the bullet trails effects and made them fade out gracefully and added support for water impact VFX for the bullets. 1142
Jussi Kemppainen @jkemppainen.com · 04/11/2025dev day 416: a quick update on the burrowing effect to include terrain deformations and particles. 5419
Jussi Kemppainen @jkemppainen.com · 31/10/2025Happy halloween everybody! Do not eat too healthy! #Halloween2025 1111
Jussi Kemppainen @jkemppainen.com · 08/10/2025Vehicle combat solodev day 402: update on boring machine! VFX polish, timing, small tweaks on burrowing. 4448
Jussi Kemppainen @jkemppainen.com · 07/10/2025dev day 401: The boring machine can now finally bore! Thank you all for your great feedback 🙏🏻 I did spend day 400 just replying to you all! now, what cool gameplay could there be for this VERY overpowered worm? Now is the time for suggestions! 6231
Jussi Kemppainen @jkemppainen.com · 05/10/2025dev day 399: mock-up of the look, feel and motion of the boring-worm-machine. Thanks @cohhcarnage.bsky.social for the inspiration on the design 🙏🏻 6306
Jussi Kemppainen @jkemppainen.com · 04/10/2025dev day 398: I am not saying you get to play as a massive weaponized boring machine tearing apart the desert, but you absolutely get to play as a massive weaponized boring machine tearing apart the desert! 5394
Jussi Kemppainen @jkemppainen.com · 02/10/2025Dev day 396: Hovebike first pass. Flotation, propellers and kick-off VFX added! Hoverbikes will not be common in the game, but there will be some by the end! (And other weird s***t) #solodev #IndieGameDev 2233
Jussi Kemppainen @jkemppainen.com · 01/10/2025vehicle combat dev day 395: I implemented wheel-less driving to prepare for hover bikes/craft, flying units and something even cooler down the line. I am honestly surprised at how fun the gameplay is with a floaty hover-unit! #IndieGameDev #gamedev #hoverbike 0235
Jussi Kemppainen @jkemppainen.com · 30/09/2025vehicluar combat solodev day 393: I may have turned the deformation value too high on the new school bus vehicle type :D What has not been talked about too much is that the project now has had a writer on board and we have been writing the story in earnest #realtimeVFX #solodev 1221
Jussi Kemppainen @jkemppainen.com · 29/09/2025Day 392, thanks to the ever generous @JPowersArtist for making me not only one, but 2 miniguns for my game! #indiegamedev #buildinpublic 0144
Jussi Kemppainen @jkemppainen.com · 16/09/2025Here is my game's mesh blending feature in action #indiegamedev #gamedev 0183
Jussi Kemppainen @jkemppainen.com · 16/09/2025Dev day 382: I ported mesh blending to Unity 6 The effect has been making its rounds online for Unreal and I WANTED IT FOR UNITY! and Finally I have it in my game. It is so nice to get rid of the nasty seams in my procedural mesh based world! #wishlistwednesday #VFX #UNITY 1100
Jussi Kemppainen @jkemppainen.com · 07/09/2025day 379: Many play testers asked "why does the car I just jumped away from keep fighting me?" Well, because the original driver is there with you all the time! The animation in this clip is all procedural, no keyframes! #solodev #unity3d 0423
Jussi Kemppainen @jkemppainen.com · 07/09/2025vehicle combat game dev day 378: added final polish to my super simple driver dynamics + hand IK + LODing replacement. Never mind the completely off animations (these will not be Flintstones cars) the tool is now feature complete! #solodev #gamedeveloper #animated 0210
Jussi Kemppainen @jkemppainen.com · 06/09/2025dev day 378: In order to make these as lightweight as possible, I started to work on a simple animation controller for the drivers inside the vehicles. They do not need to do much. Just steer, hop from seat to seat and react to vehicle physics and have some emotes. #indiegamedev 361
Jussi Kemppainen @jkemppainen.com · 03/09/2025Crazy-desert-grapple-gun-mayhem solodev day 374: I polishes the AI a bit to take some of the terrain into account while driving around and to be able to detour after getting stuck on a steep slope. #wishlistwednesday #solodev #gamedev 1208
Jussi Kemppainen @jkemppainen.com · 27/08/2025vehicular combat Drivers of the Apocalypse solo dev day 371: finally started work on the snow biome. Immediately it unearthed a host sand only features I had built and needed to generalize. #solodev #wishlistwednesday #indiegame 0274
Jussi Kemppainen @jkemppainen.com · 22/08/2025solodev day 364: hotspots in overworld scene always visible and describe the functions better. The game's prototype playtest is still ongoing! I am thirsty for your feedback! #IndieGameDev #gamedev #UI 0244
Jussi Kemppainen @jkemppainen.com · 20/08/2025Drivers dev day 364: Physics objects can now have trajectory prediction, giving a little bit better idea where the bombs will land. AI got upgrade where they can break a pattern where you chip away at their health from afar. Playtest build updated. #buildinpublic #indiegame 1133
Jussi Kemppainen @jkemppainen.com · 19/08/2025Vehicle combat game dev day 363: year days working on the project flew by! The play-test is still ongoing, and based on the pain points people have been encountering, I added more informative texts around the UI and reshuffled some things a bit! #IndieGameDev #indiegame 1265
Jussi Kemppainen @jkemppainen.com · 12/08/2025Dev day 356: The public play-test for my crazy-desert-grapple-gun-vehicular-maness -game has now begun! Link to the steam page in the thread! #indiegames #solodev #unity3d #madmax 2357
Jussi Kemppainen @jkemppainen.com · 10/08/2025Drivers dev day 351: UI audio pass. Still nearly not done, but we added some physical sounds to the UI's. I think they wonderfully add to the feel. HDD clicking when new data is accessed and fat keyboard sounds when navigating. We still need much more PC beeper sounds! getting there! #indiegames 0275
Jussi Kemppainen @jkemppainen.com · 06/08/2025Drivers OTA dev day 352: animated brake lights (+ day 340 varied and better engine sounds for the vehicles) I have fixed dozens of bugs and added playtest specific features. Polish polish polish! #IndieGameDev #unity3d #wishlistwednesday 2241
Jussi Kemppainen @jkemppainen.com · 05/08/2025Time to explore the barren wastelands and experience mayhem like never before! Drivers of the Apocalypse Playtest is coming Tuesday the 𝟭𝟮𝘁𝗵 𝗼𝗳 𝗔𝘂𝗴𝘂𝘀𝘁 🔥 Wishlist and request Playtest Access now: store.steampowered.com/app/3260240/... 0133
Jussi Kemppainen @jkemppainen.com · 03/08/2025Drivers OTA dev diary day 350: full controller support for in-world computer UIs. Finally this part of the game is 100% feature parity with mouse and gamepad ⌨️🎮 #SundayDriver #solodev #IndieGameDev 0221
Jussi Kemppainen @jkemppainen.com · 29/07/2025Dev day 345: first steam deck test. My game ran at around 40+fps with medium*ish settings in a high stress scene. FPS locked at 40 with some more settings tweaked is a very smooth experience 👍! #indiegamedev #wishlistwednesday #steamdeck 0210
Jussi Kemppainen @jkemppainen.com · 23/07/2025Drivers dev day 343: what! Another dev diary! It's been so long! I spend the whole day adding full controller support to the in-game store. This is by far the simplest computer UI in the game, and I need to make all of them have full controller support. Not fun work! #indiegame #gamedev #solodev 1467
Jussi Kemppainen @jkemppainen.com · 10/07/2025Vehicle combat game dev day 339 (contd): Support for full color stencils added. You can now upload Any image (square aspect ratio) to use as paint stencil in the vehicle paint booth. Completing the tools for maximum customization and perfecting the TTP! #wishlistwednesday #IndieGameDev #gamedevs 1131
Jussi Kemppainen @jkemppainen.com · 09/07/2025Bonkers vehicle combat game dev day 339: importing any images as vehicle paint job (with support for transparency) #WishlistWednesday #gamedev #indiedev 2234
Jussi Kemppainen @jkemppainen.com · 28/06/2025vehicle combat game dev day 331: More work on the env propping. The harbor set is taking shape! (would love to hear your ideas for post apocalyptic environments!) I am still experimenting with feature density. #screenshotsaturday #IndieGameDev #buildinpublic 6244
Jussi Kemppainen @jkemppainen.com · 25/06/2025Bonkers vehicle combat solodev project dev day 327-328: Now each weapon has unique, animated crosshairs with some hints on range and or sweet spot. I also started building my dried harbor env art -set. #solodev #indiegame #gamedevelopment 2213
Jussi Kemppainen @jkemppainen.com · 18/06/2025Drivers of the apocalypse dev day 324: randomized oil pipes snaking through the desert. As you may know I have been wading through writer applications the last week, but I managed to squeeze in some actual work and added an oil pipeline to the game! #wishlistwednesday #indiegamedev 0152