Godot and tech
The technical side of the game in Godot: the simulation, pathfinding, saves, baking art, testing and keeping it all fast.

Moving a whole RTS from Godot to Lobster in four days
The game was Godot for two weeks. Now it's Lobster, held to the old game tick for tick and pixel for pixel. Why, how, the hard part, and how it reached a phone.

War beasts that walk, heroes for every race, and saves
Day seven: war elephants get jointed legs, every race gets heroes, matches can be saved and loaded, and a Steam Deck mystery of white boxes gets solved.

Playing an RTS with a controller, then on a Steam Deck
Day six: a reticle, a selection circle and an order ring make the game playable with a pad, and the first build runs on a Steam Deck the same evening.

Tests that catch art bugs, tall walls and war beasts
Day five: automatic checks that every unit is put together right, walls your soldiers stand on, war elephants, herons and a bullfrog on a sling.

Going isometric, an economy and five ways to draw a frog
Day two: 50 units through a two-tile gap, workers gathering food and wood, a bot that plays an opening, and five tries at what the game should look like.

Day one: from a chat to a race generator
It started as a chat about where games are going and ended the same day with frogs, rats and centaur Romans, built from a kit of parts and fighting.