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  • KEEPYBOO key art showing five colorful ghosts beside a board of numbered puzzle clues beneath the game's logo.
    Fix Stories: Why I Threw Away Every Board That Needed a Guess Fix Stories
  • The Caribou Trail key art featuring First World War soldiers against a red and yellow backdrop with the game's title.
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    Tokyo Stories Interview: Yuki Ikeda on What Lies Beyond the Demos Developers
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    Satellite Odyssey: Jupiter Is Game of the Week #77: Noir, Robots, and a Station Full of Secrets Game of the Week
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Tag: game development

Sushi On Wheels Interview: Neil O’Sullivan Greene on Japan, Art, and Indie Development

Posted on October 24, 2026 By Ronny Fiksdahl
Sushi On Wheels Interview: Neil O’Sullivan Greene on Japan, Art, and Indie Development

Neil O’Sullivan Greene discusses the Japan trip behind Sushi On Wheels, his move from artist to developer, and the work of keeping an indie project sustainable.

Developers, Gaming News, Indie, Interviews

Epic Drops Mandatory AI Requirement for Its AI MegaJam

Posted on October 24, 2026 By Ronny Fiksdahl
Epic Drops Mandatory AI Requirement for Its AI MegaJam

Epic says AI is optional for its 2026 AI MegaJam after correcting its original FAQ. The competition runs November 12–15.

Gaming News, Industry News

Fix Stories: From AI Research to a Game Built on Weekends

Posted on October 16, 2026 By Ronny Fiksdahl
Fix Stories: From AI Research to a Game Built on Weekends

PhD candidate Matteo Angeloni shares how an experiment with generative AI became NO AI ACT, an independent browser game about investigating the consequences of AI decisions.

Fix Stories, Gaming News, Indie

Knuckle Creek Spent Seven Years in Development. Its Trailer Has Sock Puppets.

Posted on October 14, 2026October 15, 2026 By Ronny Fiksdahl
Knuckle Creek Spent Seven Years in Development. Its Trailer Has Sock Puppets.

Claymatic Games has announced an October 29 release for Knuckle Creek after seven years of development, complete with flying chickens, eight-player fights and a homemade singalong trailer.

Gaming News, Indie

From The Rogue Prince of Persia to MyDear.exe: Falling Leaves Studio Goes Small

Posted on October 7, 2026October 7, 2026 By Ronny Fiksdahl
From The Rogue Prince of Persia to MyDear.exe: Falling Leaves Studio Goes Small

Lucie Dewagnier and Jolan Reynaud discuss leaving larger productions, forming Falling Leaves Studio, early playtesting, and the personal story behind MyDear.exe.

Developers, Gaming News, Indie, Interviews

Fix Stories: One Swift Engine, Two Phones — How Stelline Came to Android

Posted on October 7, 2026 By Ronny Fiksdahl
Fix Stories: One Swift Engine, Two Phones — How Stelline Came to Android

Andelis Studio explains why Stelline’s Android version runs the same Swift puzzle engine as the iPhone release, and what it took to make that work.

Fix Stories, Gaming News, Indie, Mobile

Nerial Ends Game Development After 13 Years

Posted on October 3, 2026October 3, 2026 By Ronny Fiksdahl
Nerial Ends Game Development After 13 Years

Nerial, the studio behind Reigns, Card Shark and The Crush House, is ending development after 13 years. The decision was made with Devolver Digital, and the team will seek new opportunities.

Gaming News, Indie, Industry News

We Traced Tunnelborn Back to Flarebound. Then the Build Files Raised New AI Questions

Posted on October 1, 2026 By Ronny Fiksdahl
We Traced Tunnelborn Back to Flarebound. Then the Build Files Raised New AI Questions

Fix Gaming Channel compared the installed Tunnelborn and Flarebound demos and found strong technical project continuity, raising new questions about their AI disclosure history.

Editorials, Gaming News, Indie, Industry News

Fix Stories: Building Software From a 2006 Pathfinder

Posted on September 27, 2026 By Ronny Fiksdahl
Fix Stories: Building Software From a 2006 Pathfinder

Travis shares what it means to build software, game-development tools, and AI-assisted projects while living and working from a 2006 Nissan Pathfinder.

Fix Stories, Gaming News, Indie

From Horizon Zero Dawn to Pulse Drive: Simen “Nemi” Stroek on Going Solo

Posted on September 26, 2026October 20, 2026 By Ronny Fiksdahl
From Horizon Zero Dawn to Pulse Drive: Simen “Nemi” Stroek on Going Solo

From Quake and Half-Life mapping to Guerrilla, GRIP and Speed Freeks, Simen “Nemi” Stroek talks about building Pulse Drive largely by himself, the cost of solo development, optimization, and finally making a game that is truly his own.

Developers, Gaming News, Indie, Interviews

Fix Stories: The Parts of Futbolle an AI Could Build, and the Parts It Couldn’t

Posted on September 23, 2026 By Ronny Fiksdahl
Fix Stories: The Parts of Futbolle an AI Could Build, and the Parts It Couldn’t

Solo developer Mert Eker shares what AI-assisted coding genuinely enabled while building Futbolle, and how the same workflow introduced failures that looked finished but were wrong.

Fix Stories, Gaming News, Indie

This Unicorn Portal Puzzler Fits 19 Levels Into a 12.5 KB ZIP

Posted on September 23, 2026 By Ronny Fiksdahl
This Unicorn Portal Puzzler Fits 19 Levels Into a 12.5 KB ZIP

Rainwormhole packs 19 portal-puzzle rooms, code-drawn art and synthesized audio into a current 12,804-byte browser-game archive.

Gaming Culture, Gaming News, Indie

A Printer Problem Is Why This New GBA e-Reader Game Is Being Built for PC Too

Posted on September 22, 2026 By Ronny Fiksdahl
A Printer Problem Is Why This New GBA e-Reader Game Is Being Built for PC Too

A Nintendo e-Reader printing problem helped shape Eridin, a fantasy strategy game Matt Greer is building for GBA/e-Reader hardware and PC from a shared codebase.

Gaming Culture, Gaming News, Indie

Fix Stories: What Should Happen After You Defeat a Boss?

Posted on September 21, 2026October 4, 2026 By Ronny Fiksdahl
Fix Stories: What Should Happen After You Defeat a Boss?

Seonyeop Jang of Mongma Studio shares how player feedback reshaped boss rewards, progression, readability, and build choices in Revenant Survivors.

Fix Stories, Gaming News, Indie

Together After Dark Gets Its Final Update — Why the Co-Op Horror Was So Hard to Figure Out

Posted on August 21, 2026September 22, 2026 By Robelle Veligano
Together After Dark Gets Its Final Update — Why the Co-Op Horror Was So Hard to Figure Out

Together After Dark development has ended. We look at RedForge’s candid final update, the game’s long history of difficulty changes, and why its challenge was not always about the monsters.

Gaming News, Indie

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