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Cosmic Construct News

[Devlog] November 2025 - Week 2

[p]Man it really has been 10 days huh? Sorry about that. Sometimes you have good weeks, sometimes you don't.[/p][p]Welcome to the 50th week devlog for Cosmic Construct! Thank you for sticking with me as I slog through this. It really isn't all that fun, but it has to be finished.[/p][p]To follow the game's progress you can join me at:[/p][p]---[/p][p]Structure Art[/p][p][/p][p]There were three buildings almost fully completed this week. The Terraformer (above) which allows you to change the biome within an area around the Terraformer. Changing its terrain generation, spawns, and ground appearance. Allowing for multiple biomes to be mixed within the same area.[/p][p]I have the Auditor building about as far along as the Treasury. There isn't an image here as I am intentionally hiding it. I can't reveal everything about the game to you or there will be nothing about the game for you to discover yourself. In fact...[/p][p][/p][p]... This image of the Centrifuge is not complete. There are some details and effects that will be added that wasn't shown off here.

We are starting to get to the point where there are "spoilers", and I want you to play my game to see that content.[/p][p]---[/p][p]I also had some unplanned game development work. With the release of Gemini 3.0 Pro, I decided to try vibecoding out for the first time. I did enjoy it, although I don't quite think it's ready for[/p][p]Utter Lunacy[/p][p][/p][p]This is an idea I've had for a while, and wanted to use AI to rapidly prototype and visualize it.[/p][p]This game concept called "Utter Lunacy" replicates many of the tabletop roleplaying game systems. It has a full affix loot system, similar to diablo.[/p][p][/p][p]There is overworld "exploration" which generates events, though it is rather primitive.[/p][p][/p][p]The events are handled with a nearly full dungeons and dragons like character sheet.[/p][p][/p][p]As well as a 2D turn based combat systems with die rolls.[/p][p]Tramblight[/p][p][/p][p]I made a second game "Tramblight" which was much more fun to play. This is a rather complex engine building idle game, where the player manages many different resources. I might actually publish this one out, so I don't have too many screenshots for you.[/p][p]---[/p][p]As with previous weeks, I am still doing structure art. About 3 buildings will be done per week until they are all finished.[/p][p]- Structure Art[/p]

[Devlog] November 2025 - Week 1

[p]Welcome to the 49th week devlog for Cosmic Construct. There wasn't much done for the game during these short several days, but I'll give some updates as to what is going on.[/p][p]To follow the game's progress you can join me at:[/p][p]---[/p][p]Structure Art[/p][p]No new buildings were worked on or added, but incomplete buildings were worked on a little bit. Mainly the Guildhall and Treasury buildings which are nearly finished.[/p][p]---[/p][p]Arrow Firing Bug[/p][p][/p][p]There was a bug with the bow firing animation appearing whenever the player make a right click on any menu element. That has been fixed.[/p][p]Clutter Reduction[/p][p][/p][p]Buildings obstructing the view of objects behind them has been a back of the head concern of mine since the start of development. I've implemented a transparency toggle to hide buildings directly in front of the player. This will be selective to large structures. Smaller non-obscuring structures won't have this effect applied. Only buildings larger than the player.[/p][p][/p][p]With that little test neighborhood I made, everything is looking rather nice. It's easy to tell what is where and where the player is going. This will not work so well for the pawns, but knowing where they are at all times isn't too vital, as they return home, to chests, and to leisure rather frequently.[/p][p]---[/p][p]This upcoming week will return to the regularly scheduled list of structure art tasks.[/p][p]- Structure Art[/p][p]Again, I'll be doing a couple more months of this before returning to the more substantive gameplay developments.[/p]

[Devlog] October 2025 - Week 4

[p][/p][p]This is the 48th week devlog for Cosmic Construct. I really am getting behind on these so the next one will come out in just a few days. Then probably the same afterward.[/p][p]To follow the game's progress you can join me at:[/p][p]Each week I go over development goals set up during the previous devlog post.[/p][p]---[/p][p]Import Buildings[/p][p][/p][p]The Casino, being a multipart structure has 3 placement parts in the build menu. There are two tabs in the build menu near the top on the right hand side of the pane. I will be extending that list down to better sort out the build menu later. So that the player isn't overwhelmed by build menu options.[/p][p][/p][p]Many of the other structures got imported as well. You can see that the Abattoir has a mass of grubs behind its fence, which will be passively producing meat, bone, and hide. Housing is in, as well as the Courthouse and Restaurant. The other buildings aren't quite ready to import yet.[/p][p][/p][p]It's nice to be able to make a small neighborhood now and have it look rather "correct". I screwed up the scale on the front doors again. I'm going to have to remove the steps and re-export the Residence and Bungalow. However, its nice to finally see them in[/p][p]---[/p][p]The Infinite Floorplanner[/p][p][/p][p]Again I have unplanned work that ate up time, but I'm glad I've done it. My tangent side project is now live.[/p][p]If you play DnD, Pathefinder, or other tabletop roleplaying games, I've recreated a truly massive tileset from contributions to Dave's Mapper. It will keep growing as time goes on, but it is more than useable at this stage. With 500 tiles, which are made up of 300 main, 100 side, and 100 corner variations. You can turn and fit them together in any orientation for your dungeon creation needs.
[/p][p]https://soaringmoon.itch.io/infinite-floorplanner[/p][p][/p][p]---[/p][p]This upcoming devlog, like I claimed the last one to be will actually be a short week.[/p][p]We are back to doing just the structure art. I'll try to get as much as I can done within the next few days.[/p][p]- Structure Art[/p]

[Devlog] October 2025 - Week 3

[p]Welcome to the week 47 devlog for Cosmic Construct. I am now very late on this one, so the upcoming "week" will be just a few days to catch up, and that still won't have it back on track. I'll get there. The steam page looks like it hasn't been updated in two weeks despite the last post being 8-9 days ago.[/p][p]To follow the game's progress you can join me at:[/p][p]Just like last week, and the week before. I am getting much if not all of the structure art done. Which will be happening for quite a bit, before I'll get back to coding the game features. This is my fault for making a game that requires so many assets.

---[/p][p]Structure Art (Finish Observatory, then Courthouse, Guild Hall, Treasury)
[/p][p][/p][p]I did more work on the detail of the building, but I don't really like the whitespace (or I guess blackspace) areas. There is something about this I just can't translate in my head for some reason. No other building I've had this problem with. Anyway, its still not done. I need to finish animations for it.[/p][p]The Observatory will generate research and an end game material.[/p][p][/p][p]The Courthouse was probably my favorite of the buildings to work on this week. It is modelled after a particular real world Courthouse, not exactly but close enough people could probably recognize it if they lived in the area. The justice statue was fun, though the copper looks a little like vines, which I've heard from a couple people, but that's because you can only do so much with contours.[/p][p]The Courthouse is a pawn punishment and administration building.[/p][p][/p][p]The Guild Hall I believe is the game's largest wooden structure. The animations aren't quite finished yet, but it's mostly just cloth banners that need to be put on the outside.[/p][p]The Guild Hall will share half the player's skill levels with the pawns of the settlement.[/p][p][/p][p]The Treasury didn't get finished, as it still needs detail and interior animations. I like the stonework, and its the shape of the US Treasury building. I just like its pillars.[/p][p]The Treasury will store the currency so it doesn't take up storage space and displaya new UI feature that shows the settlement economy in real time.[/p][p]---[/p][p]Dungeon Tiles
[/p][p][/p][p]It's been a while since I've had unplanned work I've wanted to show off. Here I have been redrawing many of the titles from Dave's Mapper from a long list of various creators, to make them a little more standardized and add a grid to them. This should make them a little more useful for tabletop and printing. Making them all standardized.

I'll have this set of dungeon tiles available for free on itch, over the course of the next few months. Look out for that.[/p][p]---[/p][p]This upcoming week will be very short, so I am going to relegate this time to importing some of the finished art into the game and make the buildings placeable, and get their structure icons into the build menu.[/p][p]Import Buildings[/p]

[Devlog] October 2025 - Week 2

[p]This is the week 46th devlog, unfashionably late as usual. As a reminder, these upcoming weeks will be focusing entirely on art assets, so they are list eventful that some of the past devlogs.[/p][p]To follow the game's progress you can join me at:[/p][p]---[/p][p] Structure Art (Residence, Observatory, Restaurant, and Bazaar)[/p][p][/p][p]I enjoyed working on this one, as I just like drawing houses. Its appearance is a direct upgrade to the Bungalow, and has a the blue and white color scheme as many of the late stage buildings. I'm getting to the point where I might need to make variations of this and other housing structures, as it might look a little dystopian with rows of tens of these around the city.[/p][p][/p][p]I didn't finish the Observatory, as I'm still a little iffy on the animation and planning out the structure. This is the last of the progress I posted to bluesky. I'm not happy with what I was doing with it. We'll see if I end up going with this.[/p][p][/p][p]The restaurant was pretty relaxing to work on, and more complicated than it initially appears. It has a bunch of layers in my art file. Because I was going above an below various parts. The spanish, cajun / irish fusion think I got going on here is funny in my opinion. A note about the "conscript" I have for the signage. It doesn't really mean anything, but is intended to looks like something meaningful. Keeping it all stylistically consistent and looking like the same language is a challenge.

I might eventually need to make variations of this building too. I already foresee this structure being abused in the midgame as a revenue stream.[/p][p][/p][p]Looks simple, but it isn't. It is the frame for a procedural generated building that will have many of the same visual components of the Market.[/p][p][/p][p]Here is a reminder of what the Market looks like.[/p][p]
The same component parts will be used to procedurally generate the Bazaar, but it larger more consistent rows. It will produce more income than the Market (per unit area). However, I'll do something to incentivize the use of the Market stalls in favor of the Bazaar. Maybe an additional resource, or improved mood or settlement value.[/p][p][/p][p]The Bazaar will have awnings over the wood, and will be multi colored like the Market awnings, but have more patterns (and cleaner appearance).[/p][p]---[/p][p]Just like the prior couple weeks, the only type of work I have planned is structure art.

- Structure Art (Finish Observatory, then Courthouse, Guild Hall, Treasury)[/p]