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Development update

[p]Development update[/p][p]Entity Strike is still very much alive and moving forward. Technically, things are solid but creatively, I’ve reached a point where more viewpoints would genuinely help the game evolve in the right direction.[/p][p]Being a mostly solo developer means ideas sometimes get stuck in my own head. If you have thoughts about progression, difficulty, builds, modes, or even things you don’t like, I’m listening.[/p][p]Community feedback has already shaped a lot of what’s in the game, and I’d love to keep building it that way.[/p][p][/p][p][/p][p]A quick personal update[/p][p]I want to be transparent about something many of you probably noticed. Development on Entity Strike slowed down after September 2025, and I owe you an explanation.[/p][p]Like many indie developers, I reached a point where I had to make a practical decision: in order to keep Entity Strike alive long-term, I needed stable financial support. Over the past months, I stepped back to focus on finding work and securing an income that would allow me to sustain both my life and my passion for this project.[/p][p]This wasn’t about losing interest or direction quite the opposite. It was about making sure that when I work on the game, I can do so consistently, responsibly, and without burning out or abandoning it halfway.[/p][p]As of February 2026, things are more stable again. Development is resuming, and while progress may not always be fast, it will be steady and intentional.[/p][p]Thank you for your patience, your support, and for believing in a small project built with a lot of care. Entity Strike exists because of this community, and I’m committed to seeing it grow the right way.

I'm excited to implement the new loot system with contracts in this month and try to give player a bit to work towards!!



This loot drop above was designed by our very talented artits Ruben Soares, who's effort in Entity Strike is really noticeable and is helping shape the way the games looks and feels like!!

We've come a long way since the first iteration and we also got a long way to go!![/p]