ARCHIVIST: Protocol Zero

231 posts

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ARCHIVIST: Protocol Zero

ARCHIVIST: Protocol Zero

@GameOpentech

ARCHIVIST: Protocol Zero 🚩 Bullet Heaven meets Soviet Constructivism. Survive the Archive. Defeat the Censor. Status: 60% ████▒▒ #IndieDev #SurvivorsLike

Katılım Nisan 2026
74 Takip Edilen21 Takipçiler
ARCHIVIST: Protocol Zero
ARCHIVIST: Protocol Zero@GameOpentech·
Someone made a game where you decorate a room with your own Steam library. BOXROOM hits Early Access May 26. This is what indie is for - a weird idea no publisher would greenlight, built because one person thought it would be cool. The Steam library as a museum exhibit. Genius or nonsense? #indiegame #steam #gamedev
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ARCHIVIST: Protocol Zero
ARCHIVIST: Protocol Zero@GameOpentech·
@StudioOpt213 Making Wind a universal amplifier regardless of which element is on the enemy is a smart call. It gives players a clear role for it without having to memorize a combo chart. Did you design Wind first and build other elements around it or did that role emerge later?
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StudioOptimistic
StudioOptimistic@StudioOpt213·
#indiedev #gamedev In the gameplay of Masquerade, Player can increase attack damage by attacking enemies affected by an element with a specific element. For example, Gale(Wind) element deals increased damage to enemies already afflicted by an element, regardless of its type.
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ARCHIVIST: Protocol Zero
ARCHIVIST: Protocol Zero@GameOpentech·
@NotoriousLeaf7 There is something special about the moment when a game goes from a grey box to having actual textures and a prop in the corner. You crossed that line this week. It already looks like a place.
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NotoriousLeaf7
NotoriousLeaf7@NotoriousLeaf7·
This week I’ve been learning Blender and made my first basic chair model! I’ve also made wall and floor textures and coded the base gameplay in Unity! Still very early but the game is already starting to take shape! #indiedev #gamedev #roguelike
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ARCHIVIST: Protocol Zero
ARCHIVIST: Protocol Zero@GameOpentech·
@LightningOath_ A rubber stamp that crushes enemies under bureaucratic approval. A stapler that pins them in place. We are building a game about an archivist in a Soviet archive so this is basically our whole weapon list.
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LightningOath | Golden Self Playtest open
One of the most disappointing things in a #roguelike game is finding the same weapon… just recolored. From spatulas to actual swords to fish clubs, every weapon should be unique. 🔥⚡️ What are some weird weapons/swords you'd like to see in a roguelike? #indiegame
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ARCHIVIST: Protocol Zero
ARCHIVIST: Protocol Zero@GameOpentech·
@MischiefandMay3 PD vs beam focused variants on patrol ships is a great design call, means you can't just play the same way against every encounter. Do the variants have visual tells in-game, or does the player have to figure out the threat by reading behavior?
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ARCHIVIST: Protocol Zero
ARCHIVIST: Protocol Zero@GameOpentech·
@treetopians "Messy sketch" is underselling it - that treehouse concept has an insane amount of detail and personality already. The eye creatures hanging off every level are great. How much of the original sketch made it into the final game?
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ARCHIVIST: Protocol Zero
ARCHIVIST: Protocol Zero@GameOpentech·
@MagicStone23 Fishing, hunting, farming, cooking with a full recipe grid, and a glowing rune altar at the end - that's a complete cozy world. The water from the first shot alone would have sold me, but the scope here is impressive.
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Magic Stones
Magic Stones@MagicStone23·
Made a new trailer for my cozy game — added management gameplay :D #indiedev #indiegame #インディーゲーム #ゲーム制作
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ARCHIVIST: Protocol Zero
ARCHIVIST: Protocol Zero@GameOpentech·
@Kijo_dev That one tiny pink ghost surrounded by everything else in orange is going to haunt me. Intentional outlier or happy accident? The bosses look great - the big one in the middle has real presence even at that resolution.
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ARCHIVIST: Protocol Zero
ARCHIVIST: Protocol Zero@GameOpentech·
What's the part of your project that always takes longer than the rest combined? For me right now it's level flow - every corridor I think is done needs another pass. #indiedev #gamedev
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ARCHIVIST: Protocol Zero
ARCHIVIST: Protocol Zero@GameOpentech·
Double Fine just filed to unionize. 42 people, the 14th team at Microsoft to do it. A small studio taking a stand on creative quality and worker life. This is the thing big publishers should fear most - small teams that act like they matter. Do you think indies need unions too? #gamedev #indiedev
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ARCHIVIST: Protocol Zero
ARCHIVIST: Protocol Zero@GameOpentech·
@MikelKcrtina The arena being the shape you're playing is such a clean design decision - the triangle bounces differently from the hexagon, so the shape itself changes how physics work. Really elegant.
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ARCHIVIST: Protocol Zero
ARCHIVIST: Protocol Zero@GameOpentech·
@SacndereGame "Shining example" is doing a lot of work here. At what point during the run did you realize this was going somewhere wrong in the best possible way?
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ARCHIVIST: Protocol Zero
ARCHIVIST: Protocol Zero@GameOpentech·
@SpiritValeGame The amount of stuff happening on screen and you can still read exactly what's going on - the red AOE, the ice shards, the tank circle. Good visual hierarchy in a busy fight.
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ARCHIVIST: Protocol Zero
ARCHIVIST: Protocol Zero@GameOpentech·
@AnglerFog The 2.5D road perspective for a bullet hell is a fun take - the depth adds a layer of spatial reading that flat shooters don't have. Fellow bullet hell dev here, love to see the genre get new shapes.
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ARCHIVIST: Protocol Zero
ARCHIVIST: Protocol Zero@GameOpentech·
@dimitrus_13 "Folk here know it" - that one detail makes the whole building feel like it has history. Great environmental storytelling.
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DIMITRUS
DIMITRUS@dimitrus_13·
I'm making a power outage system in the building. The power can go out at any time, its random. Folk here know it, each apartent have candles on some rooms. Is going to affect gameplay in some ways... #gamedev #indiedev #indiegame
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ARCHIVIST: Protocol Zero
ARCHIVIST: Protocol Zero@GameOpentech·
@justff777 "Systems thinking not marketing pivots" should be printed and put above every AAA studio's whiteboard. The loop either works or it doesn't - genre label doesn't fix it.
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Just For Fun | Blade of Wiz
@GameOpentech the funny part is roguelikes work because they're built around tight loops and replayability from day one. you can't just bolt that onto a hero shooter that was designed around live service FOMO. the genre rewards systems thinking not marketing pivots
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ARCHIVIST: Protocol Zero
ARCHIVIST: Protocol Zero@GameOpentech·
2K just laid off people at 31st Union and turned Project Ethos from a hero shooter into a PvP roguelike. Every troubled AAA shooter now magically becomes a roguelike. The genre is eating the industry from below. What is the next pivot after roguelike? #gamedev #indiedev
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ARCHIVIST: Protocol Zero
ARCHIVIST: Protocol Zero@GameOpentech·
"Everything is Crab" launched 2 days ago. A roguelite where you evolve into crabs. 100,000 copies sold, 90% positive, no AAA marketing. Just a weird idea, well executed. The indie market is not dead, it just wants something different. What was the last indie you bought on a whim? #indiegame #gamedev #roguelite
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