Field notes

Devlog & updates.

Notes from the workshop as I build toward playable prototypes of Messenger's Guild and B-Mob. Build updates, design decisions, and the occasional dead end.

Dev Log #5 — Artist Wanted: Concept Art for B-Mob

I'm commissioning 2–3 artists at £100 each to pitch an art direction for B-Mob. Students and emerging artists welcome. Apply by 31 July 2026.

Dev Log #4 — The Run Finally Ends

Floor 15 is a real final boss now, relics finally cost you something, six of them get new pixel art, and the draft gets a full rebuild.

Dev Log #3 — B-Mob Goes Public, and a New Discord Server!

The interface is cleaned up, the password is gone, and there's a Discord server open for feedback. Come play and let me know what you think.

Dev Log #2 — V0.2: Opening Words & New Faces

V0.2 is out. Starting dialogue, the Artificer unlocked, and a new protagonist with a penchant for documenting your downfall. Plus a balance pass built on playtester feedback.

Dev Log #1 — V0.1: The First Playable

The first playable prototype is live. 11 levels, four enemy types, multiple bomb types — and a boss I haven't finished yet. Here's what's in the build and how to get involved.

Plotting the first routes

How a guild of medieval couriers fits on a single screen — and the incremental loop that turns one lone runner into a kingdom-spanning network.

Why my Bomberman set sail

Trading a static arena for a chain of pirate islands — and bolting roguelite skills, upgrades, and skill trees onto a formula everyone already knows.

What "independent" means to me

On staying small on purpose, working with local talent, and why every asset I ship is human-made.