Running through Junkerland, one of the new biomes.
With the release of my current game The Forest At Night aimed for Halloween 2026, I’m going to be posting more about it as I finish it off.
This is a game about a young boy who leaves his house to venture into the forest at night-time, and sees it in a different light along the way.
It’s an infinite runner rogue-like where you uncover the secrets and history of the forest as you go.
The boy walking the path through the forest, passing bonfires along the way.
As mentioned in a YouTube video I made a little while ago, I’ve started working on a series of smaller games to help build my skills as a game developer.
The first was Cat Hatch: Idle Pet Game.
That game was only really made to get some experience at launching a complete product on the App Store.
If you’ve got an iPhone you can play it here.
Cat Hatch: Idle Pet Game is a game I’ve been working on for the past few weeks.
It was intended to solve a simple problem: That I had never released a proper commercial game onto the App Store.
With work on my other game OlderQuest progressing, I was really aware that there were all these unknowns related to launching an app.
If I spent ages turning OlderQuest into the best game I could, only to then dump it onto the App Store after a chaotic release, it was never going to perform like I hoped.
Not to mention I have my own game engine and tech stack, so I really needed an organic platform to test it on.
Recently I’ve been working on the first boss fight for OlderQuest: the giant sand worms! They’re inspired by the creatures in Dune — massive, otherworldly predators that feel genuinely threatening.
Attack Patterns
I started with a single attack pattern where the worms emerge and chomp at the player.
Emergence Attack
This felt too simple, so I added a secondary phase where the worms jump out of the ground in an arc, creating more dynamic combat.