Website designed with the B12 website builder. Create your own website today.
Start for free
So here we are.
A few months ago I was confidently writing about Heresy Falls like a seasoned world-builder with a ten-year plan and a whiteboard full of genius. Fast forward to now and… the current project is officially Unthreaded.
Yes. I pivoted.
No, it wasn’t because I got bored.
It was because game development has this charming habit of exposing your weaknesses in high definition.
Unthreaded started as an experiment. A side idea. The kind of concept you poke at late at night thinking, “This will probably break instantly.”
Naturally, it didn’t break instantly. It broke slowly, methodically, and with creativity.
But something clicked.
Where Heresy Falls is a sprawling, lore-heavy dark fantasy world, Unthreaded feels tighter. More mechanical. More focused on systems and the way they unravel. It leans into structure, tension, and controlled chaos. Less ancient prophecy. More existential collapse through design.
It’s been forcing me to think differently. Cleaner logic. Sharper loops. Less hiding behind “lore will fix it.”
And frankly, that’s uncomfortable. Which probably means it’s the right move.
Before anyone assumes I’ve abandoned the haunted forests and morally questionable factions, relax.
Heresy Falls is still alive.
That world has too much depth to shelve. Its lore, its factions, the ancient powers, the layered political fractures… it’s still evolving. I’m still writing. Still refining systems. Still figuring out how to do justice to a world that ambitious without accidentally building a development black hole.
Heresy Falls is the long game.
Unthreaded is the proving ground.
One feeds the other.
Because clearly two games isn’t chaotic enough.
There’s another one in early concept. No name yet. Just mechanics, fragments, design notes, and the quiet awareness that I might be slightly unhinged.
But here’s the thing:
Working on multiple projects isn’t distraction. It’s cross-training.
Each one exposes weaknesses in the other. Each one forces me to improve.
It’s messy. It’s inefficient. It’s probably not how the textbooks say to do it.
But it’s working.
The truth is, this journey has stopped being about “finishing a game” and started being about becoming someone capable of finishing a game.
When I began, code felt like an alien language written specifically to mock me. Now it still mocks me, but I understand the jokes.
Systems that used to feel impossible are now just… difficult. Which is progress, whether I like admitting it or not.
Unthreaded represents growth in technical confidence.
Heresy Falls represents growth in creative ambition.
The unnamed project represents reckless curiosity.
Somehow, together, they represent momentum.
Unthreaded is the current focus. It’s where active iteration is happening. It’s where systems are being tested, broken, rebuilt, and slightly less broken.
Heresy Falls continues in parallel, evolving more deliberately.
The third project waits in the shadows, probably judging me.
This is the stage most dev blogs skip. The awkward middle. The recalibration phase. The part where you realise passion is easy, execution is brutal, and consistency is everything.
But this is the real story.
Not the polished release announcement.
Not the launch trailer.
The messy climb.
And I’m still climbing.
If you’d like to support development, here’s a coffee link ☕