TO:RI Microblog - September 2026


September.8/2026

  • Wow it’s been a year since I started this micro dev log. Today I made tons of progress. Most productive I’ve been in a while. Removed a lot of placeholder visuals. Fine tuned transitions and refined the desert scene with an incredible camera script. Experimented with some forest visuals and changed all cameras to different aspect ratios. Also a lot of post processing visual experiments.
  • Something I’m realizing is that I work best with no plan. The design document was holding me back. Everything great I’ve made has been me entering the editor with a spark of an idea. The flames come from playing around, breaking stuff, combining things in strange ways. This is how I enter a creative flow state. The design document at this point is just a visual dump of ideas to potentially explore. Some sparks just in case I need some. But I really don’t need any of that. Art is about exploring a new reality based on the trillions of variables in my mind.

September.27/2026

  • Since I’ve decided to not make this game a public release, it no longer is constrained by being playable on various hardware setups. It will play on specific hardware, in a specific place. I can render a million birds. I can generate vast landscapes with no smoke and mirrors. I can push physics interactions to the limit. I can make this multiple terabytes in size. My vision cannot be held back by the needs of consumer hardware requirements. Come in-person to experience it. Don’t worry about it not running well on your computer. It was never going to exist there.

September.28/2026

  • 2025 definitely is the year I lost almost all interest in video games^tm. I’m talking mostly about console made AAA games. 2026 it’s still the same. It’s mostly a waste of time to me. I finish a game and go ā€œneat, anywaysā€. Staring at a rock feels like a significantly more profound experience at this point in my life.