StoneForge Labs @stoneforgelabs.games · 3hLight gets tired in Lethal Geometry. An Armored enemy soaks up 65% of the beam, and everything walking behind it only gets the 35% that's left. So you hit the column from behind, put a lens after the shield to charge the beam back up, or split off a fresh branch that never touches it. Wave 4. 🔦 100
StoneForge Labs @stoneforgelabs.games · 07/10/2026#WishlistWednesday: Lethal Geometry. One laser. Build a machine of mirrors, splitters and lenses that burns every step of the path, then make it better run after run. A tower defense where you engineer the damage instead of stacking towers. 🔦 220
StoneForge Labs @stoneforgelabs.games · 06/10/2026Changed in Lethal Geometry's latest build: the beam has no power cap anymore. Bonuses of the same kind add up, different kinds multiply, so a machine that mixes mirror bounces and lenses keeps getting stronger instead of stopping at 4×. Relay, wave 5. 🔦 #gamedev #indiedev 1104
StoneForge Labs @stoneforgelabs.games · 05/10/2026Lethal Geometry is a tower defense with one laser. You don't stack towers, you build the machine that carries the beam: mirrors to bend it along the path, lenses on the trunk to make it stronger. Crossfire, wave 3. 🔦 210
StoneForge Labs @stoneforgelabs.games · 03/10/2026#ScreenshotSaturday: no UI, no menu, no numbers — just the diamond-era mill, six rings deep, running on its own. Every one of those marbles is a real collision on a real rail. 🔊 111
StoneForge Labs @stoneforgelabs.games · 01/10/2026Lethal Geometry: one laser, and you build the machine that carries it. Zero mirrors and the beam just ends at the first wall. Every mirror you add is a decision — where it bends next, what it will hit, what's still dark after it. This is wave 2: the beam finally reaching the back of the column. 🪞 000
StoneForge Labs @stoneforgelabs.games · 29/09/2026Marble Mill doesn't play one tune. It gets a new one at the start of a run, every ring you build, and every meltdown — 15 melodies in rotation, lead in major, the rest of the mill in pentatonic. And the moment it melts down, you also pick a perk for the rest of the run. 🔊 100
StoneForge Labs @stoneforgelabs.games · 26/09/2026#ScreenshotSaturday: Marble Mill in the diamond era, 1h 55m into a run. Every blue dot is a marble, and every hit on a peg is a note. Last line of the shop: Perpetuum mobile, 7 parts, and the last one ends the run. An idle game that ends. On purpose. #indiedev #idlegame 244
StoneForge Labs @stoneforgelabs.games · 24/08/2026Every hit in Marble Mill is pitch-quantized to a pentatonic scale — so ~1,900 collisions per second come out as a chime melody, not noise. Each era retunes the mill: copper is a muted wooden tock, diamond is glass. The machine is its own soundtrack. 🔊 #gamedev 082
StoneForge Labs @stoneforgelabs.games · 23/08/2026Idle games are built so you never leave. Marble Mill ends: a finale with credits, 100% achievements in ~3 hours, then an endless sandbox if you want to stay. Respecting your time is a feature. #ScreenshotSaturday #indiegames 1114
StoneForge Labs @stoneforgelabs.games · 20/08/2026I'm building Marble Mill: an idle game where every coin comes from a marble physically hitting a peg. No abstract number going up — you watch the machine make the money. And it ends after ~3 hours. On purpose. Solo, in Godot. #indiedev #GodotEngine 0104