Here I am, standing at the final step of the long journey that was the development of Blêktre 2081 . It all lasted about three years — from the first prototype in 2022, the funding in 2023, the release in early 2025, up to the “deluxe” version now being published. That’s quite a few lines of code and pixels laid down. Blêktre doesn’t look like much, with its “lo-fi” aesthetic, but there’s real work under the hood. It’s not my first experience as a developer — far from it — but it’s the first game I’ve truly taken to a commercial release. Since I put in the effort, I had a few ambitions in terms of sales! But let’s be honest: it wasn’t the heist of the century. After six months on the market, I haven’t had much media coverage (JV le Mag, a few e-zines). Despite my efforts (launch event, participation in Stunfest), the small hundred copies sold so far make it clear I haven’t broken into the circle of “cool” indie games. And yet, it’s impossible to be disappointed. The few dedicated play...
I learned C++ to make a Godot extension that can deal with 2200+ agents in a pathfinder. Shared flowfield + spatial grid based steering, wall repulsion, neighbor avoidance. And a demo track called "wheel of fortune". It will serve a basis for my next prototypes. I have 2 main ideas : a tower defense as a small project, and a supermarket management game that could include those tower defense elements. Think "they are billions" but the crowd won't be necessarly an enemy, more of a resource to drain.
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