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Steam News · Oct 7
Everything's connected. As a kid, I played an edutainment game on a round piece of plastic called a, "CD-ROM". One of my favorite aspects of this game was a little song that talked about how, "everything's connected." And, it's true, even in games! You'd be surprised how adjusting one dial has a cascading effect that impacts something (seemingly) unrelated, elsewhere.Over the past month, we’ve tak...
Steam News · Sep 25
I know, I know - we missed the update on Monday. Listen, last week was really busy! Still, I think you'll find it was worth the wait -be sure to read to the end for a cool surprise! As you may have guessed from the title, we've been playtesting, albeit a brand new build with quite a few differences from the original. We may not keep everything, but that's kinda the point of playtesting, no? At any...
Steam News · Sep 9
Has it really been sixteen weeks? Time flies when you're eating mushrooms in the depths of a dark, foreboding maze full of mystery, secrets, large stone serpents, an assortment of pointy objects, a non-zero amount of sets of sentient armor, weird lizard things, unnaturally-shaped avian ladies, deceivingly-placid lily-clad waters, woefully-unpettable canines, dancing turtles, flying death rays, and...
Steam News · Aug 25
Pathfinding. It's exactly what it sounds like.When you play a game, something has to decide how things get where they're going. How does an enemy work out where you went? How does a creature cross a room without walking into a wall? How does anything navigate a space nobody placed it in by hand? Pathfinding is what makes that happen, and even though a lot of work goes into it, when it's working pr...
Steam News · Aug 12
CrossroadsTwo weeks of playtesting, two more of analysis, revisions, and continuous work. We sat down and played Rinthine, and something about it isn't clicking. That can be an uncomfortable thing to notice about your own game, but it is something we have prepared for, and we are in very good company when it comes to working on a project for a long time, only for it to not be quite there yet. Almo...
Steam News · Jul 28
Playtesting has been going great. There's a pretty sharp contrast between showing our game publicly for what is now the third time, and showing it for the first time. Certainly, the energy is different, and there was a much different pressure as we prepared for GDC. This latest playtest has felt less like we're showcasing or presenting to strangers, and more like we're growing with our community. ...
Steam News · Jul 15
Biomes, Migrations, and Playtests, oh my!The last two weeks in Rinthine land have been completely consumed by three things:1. new content 2. preparing for playtests 3. migrationLets start with the brass tacks: New content and features.Art courtesy: Spider Archivist, in our DiscordHappy anniversary!One of the coolest things that happened this sprint is that Rinthine celebrated one year of developme...
Steam News · Jul 1
Imagine having so much cool stuff to share, but you can't talk about 90% of it. This will have to suffice. Visuals an' ART We kicked off the week diving deep into UI animations and effects, including animated flourishes for various tools and UI elements. Let us know what ya think about that direction when you playtest!Throughout the week, there was a ton of polishing up the creepy, eldritch-lookin...
Steam News · Jun 22
This two weeks just sped by! Have you made the most of your year, so far?We can safely say we have, and as we approach the halfway point of 2026, our entire focus has been on preparations for our second round of playtesting, which we are planning to host in the first half of July. Here’s a peak into what we’ve been building.A Living, Hostile Ecosystem As we venture deeper into the development of R...
Steam News · Jun 8
Slowly, then all at once. A lot happens in two weeks.There was a time not long ago when yours truly was playing an early build of Rinthine - navigating our little virtual spaceman through a giant digital maze, taking notes to forward to the team. It's a beautifully odd experience working on games. You watch an amorphous thing evolve from notebook scribbles and whiteboard sketches to digital mock-u...