Dev blog
Short notes from the current builds. No recap decks — just what we actually changed.
Fantasy UI that still moves when the game freezes
Unscaled time on UI animators, and why the pause menu has to feel alive.
Bringing the samurai to life
Death states and a trigger-based Animator so a hit never waits a frame.
Stability before spectacle
Unity Version Control, safe experiments, and a run loop we can revert.