
Moving from Cocos2d-x to Unity for GRAVEFIRE
A production note on making Unity the engine for GRAVEFIRE, so the isometric dungeon crawl, card battles, map events, and multi-platform plan can share one codebase.
Blog
Practical notes on game design, production, launches, and what we learn while building games.

A production note on making Unity the engine for GRAVEFIRE, so the isometric dungeon crawl, card battles, map events, and multi-platform plan can share one codebase.

Morana's complete backstory: the alchemist who cured Cycilosis, was condemned for Queen Vaella's death, and survived the Grave Fire inside the palace.

Blade's complete backstory: a thief who defended the poor of the Chasm, survived a trap and the Grave Fire, and found purpose in the ashes.

Crow's complete backstory: a carnival fortune-teller who foresaw the Grave Fire and walked from the ashes with a scythe and the whispers of the dead.

A one-month follow-up on Sheeping Around's launch performance and player response. The post shares numbers, lessons, and thoughts on what comes after release.

Skull's backstory: Motonia's greatest warrior, retired from war, reborn from the Grave Fire as a skeletal knight.

The state of Ekothis before GRAVEFIRE: Motonia, Zebathen, the wilderness, the lighthouse, and the events that made the realm ready to burn.

A detailed breakdown of GRAVEFIRE's event progression, isometric dungeon crawl, card battles, deck-building, rewards, stats, effects, and inspirations.

An overview of GRAVEFIRE: a dark deck-building roguelike set in the burned Realm of Ekothis.

A detailed postmortem on Sheeping Around's development, launch, and early App Store results. The post pairs production lessons with transparent sales numbers.