Category: Death Automation
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Dual-rotting got sharper in Death Automation: dead humans now decay on a tighter 2-day window with carry-over decay into bodies, so late harvests actually hurt. Also shipped a building art + UI readability pass. #indiedev #gamedev #idlegame #incrementalgame #godot
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UI and balance pass: clearer 1x/10x/100x building costs, cleaner click behavior, and retuned Death Worker Shed upgrades for steadier pacing.
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# Manual Click Split, Buy Modes, and a Shortcut Overlay I wanted manual play to feel less mushy. So I split the click actions: left click extracts souls, right click processes dead humans into bodies. I added a placeholder conversion effect so you get immediate feedback, and I wired keyboard…
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Last update gave the simulation pressure and teeth. This pass was about making decisions faster: one Systems view, clearer selection states, and tighter upgrade UI so balancing is easier to read and tune.
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A few days ago I said the project finally had a pulse. That is still true. But now it also has pressure, better instrumentation, and enough sharp edges that balancing decisions actually matter. The short version: I spent this pass making the simulation harder to misunderstand. What Changed Since The…
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The project finally feels like it has a pulse. What started as me getting lost in Godot project structure has turned into a living little death machine: time advances in ticks, people age through the simulation, and the first real wave of deaths now collides with worker limits. When capacity…
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Thought a bit more about the resource loop core loop sketch: population → bodies → souls → karma → rebirth → population basically resource loop but everyone is dying;) and coming back.
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I wanted an idle game with a weird fantasy: what if death was a giant bureaucracy with impossible KPIs? That question became Death Automation.