About
AwfulGames is one person: me, at a desk, in Godot, for longer than I would like to admit. I build systems-heavy games — colonies that schedule themselves, economies that have to balance without me, simulations that must run the same way twice — because those are the ones I want to take apart. The devlog is where I take them apart in public, including the weeks that go badly.
The name is a leftover from a much younger project that was, genuinely, awful. I kept it because it points expectations in the right direction: nothing here is going to be pretty first. What I am aiming for is small scope, honest writing about the work, and games that hold up when you look closely at the simulation underneath. If you want to be told a game is great, there are better sites for that.
How the games get made
Every game starts as a throwaway prototype. One week, one system, no menus and no art: if the loop is not interesting with grey rectangles it will not become interesting later. Most prototypes end there, and I would rather delete a week of work than carry a bad idea for a year.
What survives gets its simulation built before anything else. Fixed timestep, seeded randomness, and a way to replay a save and get exactly the same result, because a system you cannot reproduce is a system you cannot debug. Art, sound and interface come after the simulation holds up, and only in the amount the loop needs.
Then the long part: one system at a time, each with a scene that runs headless, so a change that breaks prices or pathfinding fails before I see it. Scope is the constraint that makes one person enough. If a feature needs a team, it is the wrong feature for this studio.
I write the devlog while this happens, not after it. The posts about what broke are more useful than the posts about what shipped, and writing them down is how I find out that I did not actually understand the thing I had just fixed.
What I am working on
Galaxy Trader (working title) is the current project: a trading game where routes, prices and factions keep running while the player is elsewhere. It is in development, and the devlog is where its progress and its problems appear first.
Contact
Corrections to a post, questions about how something in a game works, or a game you think I should be taking apart: email is the reliable way to reach me.