It wasn't a loading problem
03.07.2026
In "There is no engine" I said sprite animations were the spicier of the two things a game engine would have made easier. This month sprites came back and asked for a bigger conversation.
03.07.2026
In "There is no engine" I said sprite animations were the spicier of the two things a game engine would have made easier. This month sprites came back and asked for a bigger conversation.
17.06.2026
Since the alpha went out, a few people have asked what engine Larithea is built on. The honest answer is — there isn't one. Here's why I deliberately built a web game with web tools, and what I had to build myself because of it.
21.05.2026
Why economy is easier for me to love than balance, how the Larithea loop pushes you to craft constantly, and why I now run a simulation before designing any fight in the game.
12.05.2026
Finished the one-minute opening cinematic for Larithea — the cold open that will play right after the tutorial. The characters first appeared in a novel I published in Ukraine in 2008. This week I got to watch them move.
24.04.2026
Took the game to Sandbox gym on Wednesday with one nice piece of promo and four doughnuts. Walked out with a list of assumptions to throw out.
22.04.2026
Finished Cliff Bleszinski's Control Freak this week — the story behind Gears of War and Unreal. Also: experimenting with Kling animations for some of the Larithea enemies, just for fun.
17.04.2026
The fight playout got rebuilt as comic-panel sequences. Two games shaped how it feels — Enchanted Arms for the tactics, Dragalia Lost for the charm. Also: why animations have to wait.
13.04.2026
Just finished Blood, Sweat, and Pixels by Jason Schreier. Two chapters stood out — The Witcher 3 and Stardew Valley. Also wrapped up the design system migration and moving into playtesting.