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DEVLOG #1 – SEVENS Roadmap & Behind the Scenes

[p]Hey everyone,[/p][p]Honestly, I wouldn’t normally write a long post knowing only a few people might see it. But the algorithm likes activity… and more importantly, some of you genuinely care about the development side of things. So here’s a small dev diary / casual chat from us.[/p][p][/p][p]The whole reason SEVENS exists is simple: We wanted to bring back those classic playing card games most of us have played at least a few times in our lives — but in a way that feels alive and interactive, without killing that old-school vibe.[/p][p][/p][p]Whenever you look for traditional card games today, you mostly find flat 2D mobile versions. There are some 3D table games out there too, sure — but in our honest opinion, many of them feel simplified or overly “safe.” Like they’re trying so hard to appeal to everyone that they lose their personality.[/p][p]We didn’t want that.[/p][p]While building SEVENS, we focused heavily on creating a flexible system that can support many different card and table games. We’re not making 2–3 modes and disappearing. The foundation is built to expand. The visual style? Completely intentional. We didn’t want hyper-realistic. We didn’t want childish. We aimed for something right in the middle — stylish, gritty, and nostalgic at the same time.[/p][p][/p][p]SEVENS has been in development for only three months, and it’s just the two of us — me (Xeirel) and my close friend Fero. And honestly? For the first time in a while, we’re actually having fun building a game.[/p][p]That might sound small, but for us it’s not. Usually we design projects strictly around what a specific audience expects. And while that’s part of the job, it doesn’t always feel exciting. We don’t do this as a casual hobby — we’re trying to build our future through the games we make. So working on something we genuinely enjoy hits differently.[/p][p][/p][p]We’re planning to add many more card games and experiment with new variations. We’re also expanding the environments — the club atmosphere is just the beginning. If there’s a card game you love and think would be insanely fun inside SEVENS, tell us. Seriously. We’re always open to ideas and feedback.[/p][p][/p][p][/p][p][/p][p]A small behind-the-scenes example:[/p][p]Early on, our card designs were pixelated and structured in a way that made adding new content painful. Every change felt like surgery. So I built a separate Unity project just for rendering cards properly. We define the layout once, then create card profiles, assign elements, and render them in full resolution seamlessly. It sounds simple now — but figuring out pip layouts (the icon placements for ranks 2–10) and designing custom face cards took way more trial and error than I’d like to admit.[/p][p]But now? It’s clean. Scalable. Future-proof.[/p][p][/p][p][/p][p]Yes, when we first developed the game, we controlled it through the Editor Inspector GUI.[/p][p][/p][p][/p][p]The demo for SEVENS is actually ready. Unfortunately, our build review requests were rejected twice for questionable reasons, which meant we couldn’t join Next Fest 2026 and barely had a chance to gather wishlists. That part hurt — not going to lie.[/p][p]But we’re not dropping this project.[/p][p]If you want to support us, adding SEVENS to your wishlist and following the page genuinely helps more than you think. And if you want to hang out with us directly, join our Discord. It’s not some corporate server — it’s more like a small, slightly chaotic family at this point. [/p][p]Here are a few more interesting visuals from development:[/p][p][/p][p][/p]