A quick summary of everything that I've been working on since the last post.
Its been over a year since I last posted on this website. In between releasing Jump Adventures and me working on ETA: Unknown, I struggled to find a good enough topics to cover on this page specifically, choosing to delegate game specific updates to their respective Steam pages.
Nonetheless, I think it will be a good idea to briefly talk about all the things that I've been up to since then, including a super secret prototype that I never talked about.
Jump Adventures is Now Free
Back in September, I released a quality of life update alongside making the game free. If you wanted to check it out but the price turned out to be a barrier, now is a perfect opportunity to give it a shot!
I still want to wait a little longer before I judge how that free release went overall, but so far I'm pretty surprised with the results.
ETA: Unknown Progress
The game changed A LOT since I announced it all the way in June 2025. For starters, as you probably saw on the home page, there's a completely new visual direction. The last devlog dives deeper into the new visual changes.
However, this devlog is already half a year old, and since then I made even more progress. I usually post smaller updates on Twitter/X, but not everyone wants to sit through all the posts. For this reason, I'm consolidating all the changes since devlog #2 in a separate progress report that I'm close to finishing. In it, I also want to talk about the game's status. So stay tuned!

Project Hilbert
I wanted to keep silent about my super secret project until I was sure I was ready to talk about it, but its highly unlikely I will continue working on it in a forseeable future. I don't want it to become lost media, so I might as well briefly explain what I was trying to build.
This summer, I went on a short vacation to Cologne. My definition of fun is somewhat warped, so I wanted to use the motivation that came from the new environment to challenge myself by making a game in the evenings I stayed.

As the working title may suggest, this game is loosely inspired by the Hilbert's paradox of the Grand Hotel. Its a survival horror set in a non-euclidean resort/metaphysics musem, where the layout adapts to the whims of its visitor, until it inevitably fails.
I wanted to play around with the idea of making a place itself an antagonist to the player, and this is pretty much what my goal with the game is. I don't want to reveal any more details in case I end up revisiting it, so this is all I'm willing to share.
Voile Progress
I haven't forgotten about my game framework, either. In the limited time in-between projects that I had, I made major progress by creating a custom UI system. This deserves a separate blog post here, but there's still quite a bit of work to be made until I can consider the system finished and worth talking about.
Conclusion
2026 was a busy year for me, and I'm satisfied with the work I did. Most of my attention goes to ETA: Unknown, so I don't know when I'll release more technical posts on this page. I was thinking about diving deep into the game's data-driven approach to system architecture, but I'm not sure how exciting this will be.
Until then, see you next time!
