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Razerwire:Nanowars

Razerwire:Nanowars

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Devlog

  • Release is near! -2 days
    February 26, 2018 by Sgt.H#indie, #pixelart, #retro
    Sure enough, release is near! Razerwire:Nanowars went through two super intensive weeks of beta testing, and it's now getting ready to go public. Holy crap, I am excited like a monkey on cocaine, I ca... Continue reading
  • Pre-launch updates
    February 01, 2018 by Sgt.H#progress, #indie, #dev, #unity3d, #optimization, #arcade, #retro, #retrogaming, #pixelart, #shooter
    We're nearing release. There is still some stuff to do ofc, but we're getting closer and closer. Here's a bit of an update list of what done in the last couple of weeks (81 hours of production reached... Continue reading
  • Timed working shifts
    January 09, 2018 by Sgt.H#devlog, #retro, #time, #chrono, #shooter, #arcade
    RWNW is born as a 30 minutes-a-day project, then it turned, more or less after 20 hours, into a 60 minutes-every-two-days when the game became a little more complex and 30 minutes only were too short... Continue reading
  • Getting RWNW to the public eye
    January 08, 2018 by Sgt.H#UI, #arcade, #retrogaming, #screenshots
    39h50 of work on RWNW and it's almost time to start showing it around and see what people think about it. Here's a very first batch of screenshots including some action and a first UI element test... Continue reading
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