· Mark · Devlog  · 5 min read

Devlog #10: Catching Up

Long time no speak! Since the last devlog we released Skill Check on Android and the web, made the hard call to put KIT on hold, and started building a floor is lava party brawler called Boop n Burn.

Long time no speak! Since the last devlog we released Skill Check on Android and the web, made the hard call to put KIT on hold, and started building a floor is lava party brawler called Boop n Burn.

Long time no speak!

The last devlog went up back in December, and the plan was absolutely to keep them coming. That, uh, didn’t happen. Rather than quietly pretend there wasn’t an eight month gap, I figured I’d just tell you what we’ve been up to in it. Because we have actually been busy!

Three things happened. We released a game, we put another one down, and we started a third.

We Released Skill Check!

The big one first: Skill Check is out. It’s a daily trivia game about the games you grew up with. One fresh set of questions every day, covering franchises, studios, and the kind of deep cuts that start arguments in group chats. It’s free on Android and free in your browser.

A Skill Check trivia question in play

A question in play. Answer before that bar runs out!

I want to be honest about why this exists, because it wasn’t the plan.

In Devlog #8 I laid out a lovely roadmap to a public KIT demo within six months. We did not hit it. What we hit instead was the thing every two person team runs into eventually: KIT is a 3D action adventure, and 3D action adventures are enormous. Every system we finished uncovered two more we hadn’t started. It was just far bigger than two blokes with day jobs could realistically drag over the finish line.

So we decided to build something small and actually release it, on a real store, for people we don’t know to download.

Skill Check taught us more in a few months than another year of prototyping would have. Store listings, build pipelines, backend and auth, live daily content, crash reporting, and the enormous gap between “it works on my machine” and “it works on a stranger’s four year old Android phone”. You can’t really learn any of that by reading about it, and all of it makes the next game easier.

It’s also ended up with nearly 1,600 cartridges to collect, which I really didn’t expect to be the bit people got most into.

KIT Is On Hold (But Not Cancelled!)

This is the harder part to write.

KIT is paused. It isn’t cancelled, and I want to be straight with you about why we’ve paused it.

KIT standing in the grass

Still one of my favourite shots we’ve taken. He’ll be back.

Nine devlogs went into this game. The camera system, the quest tracker, the creature garden, a ridiculous amount of grass. A lot of it works and I’m still really proud of it. But finishing KIT properly needs a lot more time than we can give it right now, and we’d rather pause it than release it badly.

So the work is saved, documented and waiting. The devlogs stay up, because the process was worth writing down whether or not the game comes out this year. And when we do come back to it, we’ll have actually released a game, which should make a big difference.

If you were following along for KIT specifically: sorry, and thank you for sticking around. He’s not gone.

And Now: Boop n Burn

Which brings me to what we’re actually building.

Boop n Burn is a floor is lava party brawler. A lobby of up to sixteen players drops into an arena, and the only rule is don’t touch the lava. There’s no health bar and nothing to chip away at. You shove people, they go in, and the kill feed cheerfully announces exactly who did it to them.

Players scrambling across the shipping yard arena in Boop n Burn

The shipping yard at sunset. The crown means someone’s winning, which mostly means everyone’s about to gang up on them.

Shoving costs stamina, so you have to think about when to push instead of just mashing the button. There’s free for all if you want everyone against everyone, and team modes if you’d rather have someone to share the blame with. Matches earn XP, and levelling up unlocks new gear like staffs and sonic booms (all excellent ways of relocating people who’d rather not be relocated).

There are five arenas so far: a shipping yard at sunset, a warehouse, an arcade with alarmingly pink lava, a ruined temple, and a desert coliseum.

It’s the right project for us right now because of its size. The whole game is built around one thing, the shove. There’s no dialogue system, no quest tracker and no big save file full of collectibles, which makes it something two people can finish.

It’s built in Godot, and we’re targeting PC, Nintendo Switch and Xbox Series.

The Plan From Here

We’re aiming to have a demo ready for Steam Next Fest in February 2027. There’s no Steam page yet, that’s the next job, and I’ll shout about it here the second there’s something to wishlist.

I’d also like to get back to writing these a bit more regularly. I’m not going to promise weekly, because I promised that before and you can all see how that went! I’ll write one whenever there’s something worth showing, and there should be plenty.

Thanks for still being here.

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