• There are days when I wander around and find myself thinking about the strange turns life takes. Lately, most of those thoughts have been wrapped around one thing: this game I’m creating. What started as a loose idea has slowly become something much bigger to me. It has become the video game I always wanted to make and, in a strange way, the story I always wanted to tell. I wanted something dark, surreal, beautiful, disturbing, and completely different from the normal stuff people expect. I wanted something that feels like discovering an arcade cabinet that should not exist, plugging it in, and realizing that whatever is inside that machine has been waiting for you.

    The whole thing started as one of those ideas you almost overlook. Just another apple falling from the brainstorm tree. But instead of letting this one roll away, I picked it up and kept thinking about it. What if I could make an arcade game that felt almost hypnotic? What if the enemies, bullets, music, backgrounds, colors, and movement all became part of the same performance? What if the deeper you went, the stranger everything became? That idea kept growing until I realized I was no longer just screwing around with a game concept. I was building a world.

    At the center of it is this evil Queen and the bizarre psychic realm surrounding her. I have always wanted to tell a story about somebody being thrown against something enormous, beautiful, terrifying, and almost impossible to understand. I don’t want the Queen to feel like another generic video game villain standing at the end of a hallway waiting for the player. I want her presence hanging over the entire experience. I want the player to feel her watching, manipulating things, changing the world around him, and slowly revealing what she actually is. There should be moments where the game is frantic and violent, then suddenly quiet and unnerving, almost like the machine itself is thinking.

    And I want it to be a real arcade game at heart. No endless upgrade trees, no twenty-minute tutorials explaining what every button does, and no mountain of bullshit standing between the player and actually playing. You step into this strange world and survive. You shoot, move, dodge, rescue minds, build your score, push your Flow higher, and try to stay alive while the game becomes increasingly insane around you. I want it brutally difficult, but I also want somebody who becomes good at it to feel like they are controlling absolute chaos. That feeling where your hands know what to do before your brain has even finished thinking about it is one of the greatest things video games can produce.

    The funny thing is that while I’m building it as a video game, part of me is already imagining what the story could become beyond the game. Someday I would love to see this turned into a movie. Not some cheap adaptation that strips everything weird out of it and turns it into another generic science-fiction story. I mean a proper strange, dark, visually overwhelming movie that understands what made the game interesting in the first place. Something full of cosmic imagery, psychological horror, arcade-inspired color, strange environments, and this Queen who can somehow be beautiful, frightening, sympathetic, and completely monstrous at the same time.

    And yeah, I’ve already thought about who I would love to see at the center of something like that. Lacey Chabert or Jennifer Esposito would both be incredible to me. I’ve always thought they were great actors, and there is something fun about imagining somebody you have watched for years suddenly stepping into this completely bizarre world that came out of your own head. Obviously that is a dream sitting way off in the distance, but I think you’re allowed to dream big when you’re creating something. The game comes first. It has to earn the right to become anything else. But there is nothing wrong with looking at this little strange piece of software you’re building and wondering where it could someday go.

    That dream has actually meant a little more to me recently because I’ve also had one of those miserable reminders that physical things don’t last forever. I just lost my entire Atari collection because of a bathroom leak. That one hurt. This wasn’t just a pile of old electronics and games sitting around collecting dust. Atari represents part of the reason I love this medium in the first place. Those machines came from an era where games had to grab you immediately. You couldn’t hide behind enormous cinematic introductions or endless systems. The idea had to be good. The game had to feel good. You had a joystick, a button, some pixels, some sound, and somebody’s imagination trying to make those limitations feel enormous.

    Losing that collection feels like losing a physical piece of gaming history that I had managed to keep with me. You collect this stuff over the years thinking it will always be there, and then something completely stupid and ordinary like water coming through a bathroom can wipe it out. There’s something especially cruel about seeing things that survived decades get taken out by something like that. You can’t really replace the history attached to your own collection. You might be able to buy another console or another cartridge, but it isn’t exactly the same thing.

    Maybe that is part of the reason I’m so obsessed with getting this game right. Games disappear. Hardware breaks. Collections get damaged. Companies vanish. Hard drives die. But the ideas survive if somebody cares enough to keep building them. In some weird way, working on this game feels like taking everything I loved about those older machines and pushing it through my own imagination. I’m not trying to recreate an Atari game or pretend we’re still living in 1981. I want to capture that same purity, that feeling that a machine can contain a whole universe even though what you’re actually looking at is movement, sound, color, and code.

    So that is where my head has been lately. I’m building this strange little universe one piece at a time. I’m thinking about enemies, weapons, psychic landscapes, impossible rooms, rescued minds, high scores, flashing colors, terrifying bosses, and a Queen waiting somewhere at the end of it all. I’m thinking about what it would feel like to see that same universe projected across a movie screen someday. I’m thinking about the Atari collection I just lost and everything those old games represented to me.

    Mostly, though, I’m thinking about finishing the damn thing.

    Because right now it is still code, ideas, drawings, plans, mistakes, corrections, and imagination. But every time another piece starts working, it becomes a little more real.

    And I want to see just how far this strange little game can go.

  • I often ask myself questions that I know are completely out of sorts with the real world.

    The kind of questions where you imagine having the ability to travel back in time, but with every practical problem already taken care of. You have the money you need. You have good health. You are safe. You know what you know now.

    Then the question becomes: what would you actually do?

    Would you start a business? Become a programmer? Build something before anyone else thought of it? Would you use everything you know now to carve out some strange little corner of history for yourself?

    I think about stuff like that more often than I probably should.

    Because if everything was covered and you were free to do whatever actually made you happy, why wouldn’t you?

    For me, I think it would come down to programming.

    Programming is one of those things I love to no end. Obviously, my family comes before any computer or piece of software ever could, but creatively speaking, programming is a huge part of who I am. If I couldn’t do it anymore, I think there would be this enormous empty space where that creative passion used to be.

    So picture this.

    I go back forty years or so.

    I’ve got a sleek IBM PS/2 Model 30 sitting on a desk. I’m living in some townhouse somewhere, eating cheap McDonald’s, watching kick-ass television, and spending my days writing software.

    Where would I live?

    I don’t really know.

    Part of me thinks I’d just go back home.

    Why the heck not?

    I wouldn’t interfere with my family’s lives or start trying to change history. I’d basically be a time-travelling vacationer who happened to own a computer company.

    I’d rent some space in an industrial park, set up a little software shop, and become part of the computer scene.

    That’s the part that appeals to me.

    Not becoming some billionaire overlord.

    Not controlling the world.

    Just being there.

    Writing strange utilities. Word processors. Games. Maybe my own programming language. Maybe some bizarre piece of software nobody knew they needed until they saw it sitting in a box on a store shelf.

    Hell, maybe I’d make something successful enough to take Microsoft down a few pegs.

    I’ve never forgiven those jerks in their ivory tower for what happened to Netscape.

    There is also something incredibly appealing about how quiet the world seemed compared with today.

    No social media.

    No smartphones.

    No endless stream of notifications demanding your attention every five seconds.

    I know nostalgia can lie to you. I know the past had plenty of problems. But when it comes to technology, I sometimes wonder whether we lost something important while everything became more connected.

    Computers used to feel like machines you explored.

    Now they often feel like machines exploring you.

    If I could stay there forever, I probably would.

    That would be my version of heaven.

    An endless life spent making the games and software I wanted to see exist, surrounded by old computers, strange hardware, floppy disks, magazines, arcades, computer stores, and shelves filled with programs somebody actually had to make because they thought the idea was worth making.

    I’ve tried making my own arcade game for years now. Honestly, I’ve probably been messing around with the idea longer than my son has been alive.

    At one point, being a huge fan of Moby-Dick, I thought about making a game based on the book.

    Except it wouldn’t actually be a game.

    That’s the joke.

    You boot it up on the NES and all you do is read Moby-Dick.

    You press a button.

    The page turns.

    You press it again.

    Another page.

    You can save your game.

    Load your game.

    There’s a soundtrack.

    Maybe the statistics screen tells you how many pages you have read, how long you’ve been reading, and how many times you’ve fallen asleep during Chapter 32.

    Then after several hundred pages you finally beat the game.

    Congratulations.

    You read a book.

    Because reading rules.

    There. That’s the punchline.

    Memorize that joke and use it at your next party. You’ll be the hit of the evening.

    I wouldn’t know personally because I hate parties.

    Can’t stand them.

    But that’s part of why this imaginary time-travel life sounds so appealing.

    Just leave me alone with a computer.

    The whole thought came back to me recently because I was looking through games that were planned for the Atari 5200 but never released. One of them was called Animated Puzzle.

    Looking at it today, I still think something like that could have found an audience with little kids, parents, and grandparents. It was simple, approachable, colourful, and exactly the kind of odd little software experiment that used to appear during that era.

    And it makes you wonder how many other interesting ideas disappeared because somebody in accounting looked at a spreadsheet and said no.

    That’s one of the things I love about old computing history.

    There are entire alternate timelines hiding inside cancelled software.

    Games that almost existed.

    Computers that almost succeeded.

    Companies that nearly went in completely different directions.

    You can look at one unfinished prototype and suddenly imagine an entire world where things happened differently.

    Maybe that’s why I think about going back so much.

    I wouldn’t necessarily want to rewrite history.

    I’d just like to spend some time inside it.

    Okay, maybe an eternity.

    Give me the townhouse, the IBM, the software company, unlimited health, unlimited money, cheap hamburgers, old television, and forty years of computer history waiting to happen.

    I’ll manage.

    Unfortunately, none of that is happening tonight.

    Another week is in the bag.

    Tomorrow we return to work.

    God damn it.

  • A small town in northern Alberta, cut off from the rest of the world. Lost somewhere among the thick brush and endless forests of an untamed wilderness, there is nothing left but the voices of the past.

    I’ve travelled in search of this hellish place a realm where nothing seems to live except the false memories of what once existed there. You may call it nothing more than a mark on a map. Blink and you’ll miss it. It’s the sort of place where someone might have to fight the forces of evil just to free the town and whatever poor souls are still alive within it.

    Something about places like that has always freaked me out.

    Imagine travelling down some forgotten dirt road, wandering around on an adventure without a care in the world, only to find yourself stranded or completely lost. Eventually, you stumble upon a town you were never supposed to find. We’ve all ended up in some little town we never planned on visiting, five hundred kilometres away from where we started. You know the kind of place.

    Sometimes it’s just another stop along the road.

    Other times, it feels like the beginning of a nightmare.

    Just imagine if spooky stuff like that actually happened in the real world. It’s crazy when you really start thinking about it.

    When I was a kid, I remember going camping with my parents, and naturally, that meant spending time around small towns and those old campgrounds scattered across the countryside. I honestly loved those places. Back in the 1990s, some of those campgrounds would have a couple of arcade machines sitting around for the kids to play while their parents were doing whatever parents did.

    I played so many classics that way.

    There’s something incredibly cool about knowing I actually got to experience that era firsthand. Future generations will never truly understand how awesome it was to walk up to a Mortal Kombat arcade machine, put your money into it, and start playing.

    Those were fun times.

    And now?

    Look around you.

    LOOK!

    Everything is turning to shit, and sometimes I think we need to take a stand, create a new standard, and forget about the crumb bums on Baker Street.

    In a strange way, that’s what this game represents to me.

    It originally started as nothing more than a demo, something I had always wanted to make but never really believed I would. As development continued, however, it started becoming something more. It became the kind of game I imagine I would have made if somebody had given me the chance to travel back in time with enough money and resources to develop something for the Atari 7800 or the Nintendo Entertainment System.

    If I had been there, this is the kind of game I would have wanted to put on those systems.

    So, in the meantime, I’m going to keep working away at it. I may expand the game considerably, experiment with new ideas, and see just how far I can take the whole thing.

    It’s completely different from almost anything I’ve made in the past, and I think that’s one of the reasons I find it so interesting. There’s something exciting about making a game that feels like it could have existed decades ago but somehow slipped through the cracks.

    Kind of like discovering some forgotten cartridge sitting in the back of an old video store.

    And hey, speaking of classics, Mega Man 6 is still the best one in the series.

    That’s just the truth.

    Until next time, be great, folks.

  • On September 10, I was sitting down to dinner with my family when we heard a knock at the door.

    That was strange.

    We weren’t expecting anyone.

    I went to answer it and found a food-delivery driver standing there with a McDonald’s bag. Nothing particularly unusual about that, except nobody in the house had ordered McDonald’s.

    Inside the bag was something even stranger.

    A small flash drive.

    No note. No explanation. Just a flash drive sitting inside a McDonald’s bag like the opening scene of an extremely low-budget horror movie.

    Being the responsible and highly intelligent adult that I am, I left it sitting on the table for a while and wondered what the hell was going on.

    I considered the possibilities.

    Maybe it belonged to somebody else.

    Maybe somebody was playing a joke.

    Maybe it contained some God-forsaken virus designed to encrypt my computer and demand $75,000 in Bitcoin from me because, as everyone knows, hackers are bad dudes with bad ’tudes.

    Naturally, after carefully considering all of those possibilities, I plugged it into my computer anyway.

    Because apparently I have learned absolutely nothing from horror movies.

    There was only one file on the drive.

    “The Unwritten Dead.”

    That was it.

    Now I was curious.

    What exactly was on this thing? More importantly, how did whoever sent it know that I operated an incredibly prestigious underground blog with approximately one subscriber?

    Beats me.

    But by this point, the whole situation had taken hold of my imagination.

    After staring at the file for far longer than any reasonable person should, I clicked it.

    Inside were two things: what appeared to be the game’s source code in a plain text file and an executable file, for those unfamiliar with computer terminology.

    That was when things became a little unsettling.

    I suddenly had that uncomfortable feeling that somebody was watching me.

    Of course, that could also have been because I had recently visited the Dark Web after watching Drop Dead Gorgeous, but that is an entirely different story and probably best left for another day.

    The important part is the game.

    And the game is unlike anything I have played in a long time.

    The objective is relatively simple: explore the woods and collect scattered pages from an ancient text while fighting, or avoiding demons, monsters and other creatures that apparently consider you part of a balanced breakfast.

    There is something strangely hypnotic about it.

    I keep returning to it.

    Again and again.

    At this point, I have played the thing so much that I feel like I have somehow become part of it.

    And I am completely hooked.

    The graphics are especially interesting. They have that strange, slightly rough look of an old forgotten computer or console game, the kind of thing you might have discovered on a dusty cartridge at a garage sale in 1997.

    Which is particularly impressive considering that I absolutely, definitely, unquestionably had nothing whatsoever to do with making it.

    Obviously.

    All of this got me thinking about something I used to love: creepypastas about haunted video games.

    Back in the day, you could stumble across some story about a cursed cartridge, haunted computer game or mysterious ROM and lose an entire evening reading about it.

    Was any of it believable?

    Of course not.

    That was part of the fun.

    One of the most famous examples was BEN Drowned, the story about a supposedly haunted copy of The Legend of Zelda: Majora’s Mask.

    And really, think about the basic premise for a moment.

    Why would the ghost of some drowned kid named Ben decide that, of all the possible places in the universe to spend eternity, he wanted to live inside a Nintendo 64 cartridge?

    It makes absolutely no sense.

    And that is precisely why I love it.

    Then there was the NES Godzilla Creepypasta, another wonderfully ridiculous story about an apparently cursed game gradually becoming more disturbing.

    Those stories understood something surprisingly effective about horror: ordinary things become much more frightening when they stop behaving the way they are supposed to.

    A video game is harmless.

    A toy is harmless.

    A television is harmless.

    A computer is harmless.

    Until suddenly it isn’t.

    There is something wonderfully stupid and strangely unsettling about taking an object associated with childhood, comfort or entertainment and turning it into something threatening.

    Those old creepypastas were mindless fun.

    But by God, they were my kind of mindless fun.

    I tried listening to some of them again recently, and I will admit that a lot of them do not hit quite the same way anymore. Some have aged better than others.

    But I still love what they represented.

    They were weird.

    Creative.

    Unpolished.

    Sometimes completely ridiculous.

    And people made them simply because they thought the idea was cool.

    Maybe that is part of why this mysterious little game has gotten its hooks into me.

    It reminds me of that era.

    It feels like something that should not exist, some forgotten third-rate horror game somebody discovered buried on an old computer twenty years after the developer disappeared.

    And apparently that is exactly my kind of thing.

    I also realize that I have been relatively quiet around here lately.

    Do not worry.

    I have not abandoned the site.

    I have simply been doing what I always do: working on far too many projects at the same time.

    I am absolutely terrible for this.

    I will start building a game or program and immediately convince myself:

    Yes. This is the one.

    This is the project I am going to focus on.

    This is the project I am going to finish.

    I start making lists of improvements. I begin planning features. I imagine the completed game.

    And then – blammo – another idea crashes into my brain and suddenly I want to build something completely different.

    Does anybody else get like that?

    Because apparently my greatest enemy as a developer is my own imagination.

    Still, something has changed recently.

    Over the past few weeks, I have been replaying some of my favourite games, the games that originally inspired me to start creating my own projects, build this website and spend an unreasonable portion of my life staring at source code.

    It reminded me why I started doing this in the first place.

    Because it is fun.

    Not because I expect to become some world-famous developer.

    Not because every project needs to become a masterpiece.

    Not because somebody on the internet needs to declare me a genius.

    I just genuinely love making things.

    Maybe someday one of my games will bring a little joy to somebody somewhere in the world.

    Jesus Christ, that sounds fucking lame.

    But you know what?

    It is true.

    The world can be a miserable place sometimes. There is always something going wrong, somebody arguing about something, or another reason to convince yourself that everything is falling apart.

    So if sitting at my computer and creating weird games about haunted forests, demons, mysterious flash drives and questionable life decisions gives me something to look forward to, then I think that counts for something.

    Maybe that is enough.

    And as for the mysterious game?

    I am still playing it.

    Probably more than I should.

    But if the screen suddenly starts displaying my name or some dead kid named Ben begins sending me messages, I promise I will write another article.

    Assuming, of course, the haunted flash drive does not get me first.

  • Today is the day the kids go back to school.

    Not going to lie, it reminds me a lot of being their age and heading back after two glorious months of fun in the sun. There was always something strange about that first week back. Summer felt endless right up until the moment it wasn’t, and suddenly you were sitting behind a desk wondering how the hell September had arrived so quickly.

    There has been a lot going on in my little corner of the world lately, and for the most part, I’m enjoying every minute of it. The kids had a great first week back, which, naturally, has somehow given me even more ideas for games.

    Because apparently my brain is incapable of simply enjoying anything without eventually asking, “Could this be a game?”

    I’ve been going back and forth on game design lately. I get excited about one idea, start thinking about another, and before long I’m mentally building three entirely different projects at once. Then, eventually, it hits me like a ton of bricks that maybe I’m looking at everything the wrong way.

    Maybe sometimes you have to stop creating long enough to actually enjoy the world around you.

    And, perhaps more importantly, I should probably finish the hiking game I’ve already spent an absurd amount of time working on.

    There is something intoxicating about always creating. Always pushing forward. Always chasing the next idea. It feels productive, but it can also become a trap. Eventually, you find yourself surrounded by unfinished projects, abandoned concepts, half-built worlds, and folders full of things you swear you’ll return to someday.

    That kind of creative clutter starts weighing on the mind.

    I know I’m hardly alone in this. I’ve seen countless programmers, artists, writers, and other dreamers talk about the exact same problem. You become obsessed with making one thing until another idea appears and whispers, “Hey, wouldn’t this be even better?”

    Before you know it, you’re gone.

    I think that mentality has taken its toll on me a little.

    So this week, instead of jumping into another completely different project, I’ve been working on expanding the world of A Hike, which is still very much a working title.

    I’ve spent a lot of time mapping new locations, trails, forgotten places, and strange corners of the wilderness.

    The reason is pretty simple: I’ve always wanted to travel the Appalachian Trail.

    There is something almost mythical about the idea of walking through that enormous stretch of wilderness. You are travelling through a world that technically exists inside our own, but once you’re deep enough in the woods, it probably doesn’t feel that way anymore.

    And that makes my imagination run wild.

    What would you find if you wandered far enough from the main trail?

    Maybe an abandoned ghost town slowly disappearing beneath the trees.

    Maybe an old coal mine sealed decades ago.

    Maybe the remains of some forgotten settlement where nobody remembers the names of the people who once lived there.

    Or maybe you find somewhere worse. A place where the ugliness of the past never really disappeared and has been quietly festering in the wilderness, waiting for someone stupid enough to wander in.

    That kind of stuff gets me.

    I love the idea of a game where exploration itself becomes unsettling. You aren’t walking toward a giant glowing objective marker. You’re simply following a trail, noticing something strange in the distance, and wondering whether curiosity is worth the risk.

    That uncertainty is where horror becomes interesting.

    And while we’re talking about things I love, can we please bring back old-school computer terminals?

    I adore the look of old mainframes and terminal games. Green text. Blinking cursors. Maps made from symbols. Machines that looked like they were doing something important even when they were probably just calculating somebody’s payroll.

    There is something wonderfully honest about that style.

    Your imagination has to do some of the work.

    And I think we desperately need more of that.

    We live in a time where everything is becoming increasingly polished, automated, generated, recommended, optimized, and shoved directly into our faces. AI-generated slop has started flooding practically every creative space imaginable, and I think there’s a real danger in allowing convenience to replace imagination.

    I’m not some fearmonger screaming that technology is going to destroy civilization.

    The lid has already been smashed and the cookie jar is wide open.

    We’re not putting the cookies back.

    But we should probably start worrying about the mice and flies crawling around inside before somebody decides we’re supposed to eat whatever is left.

    That’s the problem.

    Technology can be an incredible tool, but creativity still needs a human being behind the wheel. It needs personality. Bad decisions. Weird ideas. Obsessions. Mistakes.

    It needs somebody staring at an imaginary Appalachian Trail map at midnight thinking, “You know what this game needs? An abandoned mining town.”

    Anyway, where the hell was I?

    Right.

    My kids went back to school.

    Time moves unbelievably fast.

    One minute you’re remembering your own first day back after summer vacation, and the next you’re watching your children head through the school doors while realizing those old memories happened decades ago.

    Which reminds me of something completely unrelated.

    I once read that while The Master of Disguise was being filmed, the September 11 attacks happened around the time they were shooting the infamous Turtle Club sequence. Production reportedly stopped, the cast and crew observed a moment of silence, and filming later continued.

    It is one of those bizarre pieces of movie trivia where a ridiculous pop-culture moment exists beside something historically devastating.

    Human history is strange like that.

    Also, The Master of Disguise was fucking terrible.

    Anyway, I’ve got some game testing to do and an eye doctor appointment to get to.

    Until next time, be good people.

    Take care.

  • A reflection on fatherhood, getting older, fresh bread, video games, and the terrifying things that might be waiting beyond the tree line.

    There comes a moment in a person’s life that feels almost legendary when it finally arrives.

    My children are going back to school on Tuesday.

    It really makes you think when you realize your kids are getting older right in front of your eyes. You spend so much time living from one day to the next that sometimes you don’t notice it happening. Then suddenly another school year arrives, they’re a little taller, a little older, a little more independent, and you’re left wondering where the hell all that time went.

    Part of me worries about the future.

    I wonder whether they’ll eventually hate me. Maybe they’ll grow up and decide they don’t want anything to do with me anymore. I suppose parents have worried about that forever. Our own parents probably looked at us when we were young and wondered the exact same thing.

    It’s completely out of my hands, and maybe that’s what scares me the most.

    My children are growing up. Someday they’ll have their own lives, their own families, their own problems, and I’ll be an old man sitting around the house with my wife wondering how everything happened so quickly.

    Life really does pass you by.

    Take yesterday, for instance.

    I bought a bread maker.

    Why?

    Because I’ve always wanted to make my own bread.

    White bread, rye bread, sourdough, the whole nine yards. There’s something incredibly satisfying about the idea of making fresh bread at home. I especially like the thought of having it around Thanksgiving. Who the hell doesn’t love the smell of freshly baked bread filling the house?

    Maybe that’s another sign that I’m getting older.

    There was probably a time when buying some new piece of technology would have had me excited. Now I’m sitting here thinking, “Holy shit, I can make rye bread whenever I want.”

    And I’m genuinely excited about it.

    I’ve also been working on a few projects lately.

    What kind of projects?

    Video games.

    One is a space game I’ve been putting together. The other is considerably stranger.

    You play as a hiker trying to travel north during a zombie apocalypse.

    Why?

    Because I love hiking, and I’ve always been fascinated by the idea of someone disappearing into the wilderness while the world completely changes behind them.

    It reminds me of that story about the guy who supposedly went into the woods for an extended trip and returned to discover the world had entered the COVID lockdown era. Imagine walking into the wilderness when everything seems relatively normal, then emerging days later into something completely different.

    For the record, I thought a lot of what happened during that era was completely fucking stupid.

    But that’s neither here nor there.

    Where are all the bleeding hearts now, anyway?

    Funny how quickly things change.

    But I digress.

    The idea behind the game is simple.

    You head into the wilderness and discover that the dead have risen.

    Now imagine being miles from civilization when it happens.

    No television.

    No internet.

    No news.

    No idea what is happening.

    You walk out of the forest expecting to find a gas station, a restaurant, or some tiny mountain town.

    Instead, you find abandoned cars.

    Broken windows.

    Blood on the pavement.

    Nobody answering when you call out.

    Then something moves.

    There is something genuinely terrifying about the idea of the dead walking among us.

    That and somehow finding yourself trapped inside the world of Silent Hill are probably two scenarios that would scare the absolute hell out of me.

    It’s the unknown that does it.

    The great unknown.

    The great beyond.

    The great outdoors.

    Everything packaged together with one simple objective:

    Live long enough to see tomorrow.

    There is already something unsettling about the wilderness even without zombies.

    We like to pretend nature is peaceful.

    Sometimes it is.

    But go hiking alone and listen carefully.

    A branch breaks somewhere behind you.

    You stop walking.

    Nothing.

    You keep moving.

    Then another branch breaks.

    Maybe it’s a deer.

    Maybe it’s a bear.

    Maybe it’s another person.

    Maybe it’s something you can’t see.

    Every strange animal call, every movement in the brush, every shadow between the trees reminds you of something modern human beings don’t particularly enjoy admitting.

    We are not always in control.

    In fact, we’re probably in control of far less than we think.

    Step onto a lonely trail and suddenly the rules change.

    Walk deep enough into the wilderness and you’re no longer sitting comfortably at the top of the food chain with heating, electricity, grocery stores, hospitals, police, and everything else civilization provides.

    You’re just another animal walking through the woods.

    One wrong step and blammo.

    Now we’re dealing with monsters, ghouls, zombies, strange creatures, undocumented mysteries, and whatever else might be hiding out there.

    Because let’s face it, there’s some scary shit in the woods.

    Especially when you’re hiking.

    Something could watch you for miles and you might never know it.

    Something could follow you.

    Something could hear you long before you hear it.

    That’s the feeling I want this game to capture.

    The moment you step onto that hiking trail or approach that peaceful-looking lake, you’re no longer the master of anything.

    You’re a sheep that escaped the pen.

    And somewhere beyond the firelight, something might be watching.

    I’m still trying to figure out exactly how the game should work.

    The setup.

    The display.

    The entire engine, really.

    I want it to look simple, almost like something you might have found on a computer in the 1980s, while underneath that simple appearance is a complicated survival simulation.

    Food.

    Water.

    Weather.

    Injuries.

    Equipment.

    Exhaustion.

    Cold.

    Other survivors.

    And, obviously, zombies.

    With October getting closer, I’m left wondering what other horrors I can come up with.

    That’s what I want to make.

    Games people actually want to play.

    More importantly, I want to make the kind of games I would have wanted to see sitting on a store shelf when I was a kid.

    Games that look simple but hide something enormous underneath.

    Games where imagination fills in everything the graphics can’t show you.

    Maybe that’s why I keep doing all of this.

    I write blog posts.

    I make games.

    I spend time with my kids and my wife.

    I go to a job I truly hate because I have to do it to survive.

    Then I come home and create worlds where astronauts explore distant planets, hikers run from zombies, monsters hide in forests, and anything can happen beyond the next screen.

    That’s my life.

    The kids keep getting older.

    I’m getting older.

    Thanksgiving will eventually come around.

    Hopefully I’ll figure out how to make some damn good bread before then.

    And somewhere between work, family, bread machines, video games, and worrying about what might be hiding in the woods, life keeps moving forward.

    It moves frighteningly fast.

    But you know what?

    I wouldn’t trade it for the world.

  • So, I’ve been doing a lot of thinking lately. This usually happens when I’m bored out of my mind at work.

    Then I hear that Lake Ontario’s name has been changed? Have you seen this? Have you heard about this? Apparently it’s the Lake of America now.

    For some reason, that got me thinking about outer space.

    You know, we know more about the stars than we do about why cats stick their heads through slices of bread. Remember that? Now that was some good stuff.

    Anyway, I was drifting in and out of thought while working away in the acid mines, and I started thinking about the strange balance between having a soul-crushing job and coming home to something that actually builds the soul back up.

    That brought me back to the kinds of games I used to play, back when imagination was still part of the hardware.

    Ever play Adventure on the Atari 2600? Or Haunted House? Those games did an incredible amount with almost nothing. They pushed that little machine as far as it could go and expected the player to fill in the rest with imagination.

    Then you had games like Zork, which helped open the door to an entirely different kind of adventure. No massive graphics card. No cinematic cutscenes. Just words, ideas, and your own brain doing half the work.

    And then there were the graphical adventures.

    While other people were playing the PlayStation 3, I was digging through weird old computer games like Twilight Zone, that old Sherlock Holmes game, and one set aboard the Titanic. There was just something about them. Something strange, forgotten, and completely absorbing.

    I don’t know. Maybe I’ve always been an old soul.

    Sometimes I think I was reincarnated from some dead nerd who spent his entire life collecting obscure computer games and arguing about floppy disks.

    But that’s neither here nor there.

    What matters is that I’ve recently been told about an old starship drifting somewhere in the darkness of space.

    A ship where trade routes stretch across distant systems, where commands glow across a dual-color computer display, and where the captain can choose between three glorious shades of the future:

    Green. Amber. White.

    An ancient machine.

    A wandering vessel.

    A relic from a future that somehow feels older than the present.

    Clearly, something must be done about this menace to civilization.

    And I intend to investigate.

  • So lately, I’ve come to the realization that there are still parts of this world undiscovered by us mere mortals.

    I’ve always loved the idea of playing a game where you explore a forgotten world buried deep within the jungles of some faraway country. Now, I know people are going to be screaming like harpies, saying, “But hey, guy over there, we have technology that’s mapped out every corner of the world, so what’s the point of exploring?”

    Well, I have to say to you, for that matter of fact, that you have some nerve, because that’s only the surface of the planet. What about deep underground?

    I’ve been playing a lot of great games lately and watching videos of this guy who plays Final Fantasy games under strict guidelines, and honestly, it brought me back to when I was a child playing great adventure games as a tender young fella growing up in the early ’90s.

    I was always in love with the notion of exploration. Of course, if you’re going exploring, there always has to be a hidden temple somewhere. I think it’s buried somewhere deep inside all of our brains. That idea of being cut off from the world, surrounded by the dead and forgotten, knowing you’ll succeed if you just keep pushing onward into that darkened death pit up ahead.

    Although, I’ve always wondered just how much gold one adventurer can carry before it stops them dead in their tracks.

    Also, do these people actually sleep inside the old forgotten temples they’re exploring in faraway jungles?

    I’d be terrified of spiders.

    And zombies.

    And ghosts.

    You know, that reminds me of a time when I was absolutely addicted to Pac-Man.

    It was late ’91, around this same time in August, when the warmth of the setting sun would slowly give way to those cool nights where you could hear the crickets performing in the moonlight. There was this strange sense of peace that would wash over your soul because, for that brief moment, everything felt right.

    No matter how shitty the world gets, or how much worse it will probably become, I like thinking back to memories like that.

    I had this cousin who, to give him credit, was about eight years older than me, and he had all these great games. He even had those little tabletop handheld arcade cabinets. You know the ones? Like Frogger?

    They were so damn cool.

    And he hardly ever played them.

    Long story short, he became a drunk, got kicked out of the family, and here I am living the glamorous life of a Blogger and Game Developer of One.

    I work a dead-end job. I enjoy programming. I love spending time with my children, my wife, and my cat.

    Although the cat occasionally seems to believe she’s in charge of the entire operation.

    Still, it’s nice being able to enjoy myself and explore different forms of media and programming. You know what I mean?

    Anyway, like I was saying, Pac-Man for the Atari 2600 was obviously the greatest version ever made.

    Of course, you can’t say something like that without somebody jumping out from behind a dumpster shouting that Pac-Man 2 for the Sega Genesis was actually the greatest game in the series.

    That’s sarcasm, by the way.

    Because in all honesty, that game annoyed the ever-loving hell out of me.

    You’re controlling Pac-Man like he’s some hunted beast escaping crazed paranormal lunatics who seek to feast upon the flesh of this poor, defenseless space man of sorts, a creature hopelessly addicted to eating food pellets and consuming crack rocks just to survive the mean streets of nineteen-eighties Detroit.

    But strangely enough, thinking about all of this got me thinking about those small things that keep me grounded. The memories, the games, the sounds of summer nights, and the little things that keep the evil and dastardly Space Invaders away.

    With my ongoing quest to find a new job, it would certainly be nice if something came along. Until then, I’ll keep quoting my favorite zombie movie, Day of the Dead, humming along to some awesome rocking beats, and usually thinking about this project I’ve been spending a few evenings working on.

    I’ve had this idea for a platform adventure game where you play a character seeking adventure, treasure, and glory.

    Because at the end of the day, isn’t that what we all want?

    Adventure.

    Treasure.

    Glory.

    Or at least enough treasure that we don’t have to work a dead-end job anymore.

    For the time being, I’m slapping together something I’ve wanted to make for years.

    And honestly, that’s the truth.

    Back when I first met my wife, I remember sitting in my car after a night of heavy gaming and caffeine binging, thinking about how much I wanted to make something like this. The idea never completely disappeared. It just sat there somewhere in the back of my brain waiting for me to finally do something about it.

    So that’s what I’m doing.

    If everything goes well, I’ll be posting some pictures in my next article.

    Until next time, be good people, like and share this blog post, and let’s make something great.

  • Well everyone, the time has come. I have my first ulcer, and let me tell you this: it is one of the worst things in the world to experience.

    Besides the strange tinges of pain every so often, the medicine I’m on makes me sleepy. So I’ve been resting on the couch and watching spooky stuff on YouTube. You know the videos I mean, the kind where they talk about missing people, ghosts, cryptids, and all that sort of stuff.

    Honestly, stuff like that is one of the reasons why I love the platform. Back in the day, it was always fun watching spooky stuff, and there really is some good stuff out there. A million times better than what you see made by some of the so-called artists of today.

    But I also started watching playthroughs of old RPGs like Final Fantasy for the NES and Dragon Quest, and it got me thinking about my younger years. Especially playing Zelda II on the NES. I guess it just got me thinking about my childhood, playing these games and enjoying them around Thanksgiving.

    Long story short, Thanksgiving is my favorite holiday.

    I usually spend it with the family. We stay home, and as that wonderful bounty is cooking, the entire house fills with the aroma of this wondrous feast. So you could say I’m just enjoying the nostalgia of it all.

    All the while, of course, my guts are killing me here and there.

    But it got me thinking: what if I started working on my own RPG game? Something like the games I used to play during that wondrous season.

    Listen, I know Thanksgiving is still a few months away, but between this bland diet and plotting out a project that might transport me back to those days of playing those wonderful old titles, my imagination has started running wild.

    Funny how being basically stuck at home can do that.

    Especially since I haven’t played the old-school Final Fantasy games, or heck, even many fantasy RPGs, in quite some time. I guess maybe it’s because I’m much older now and don’t really have the time to play games like that as much anymore.

    So I decided to attempt to map out my own.

    By that, I mean I’m going to plan the whole thing out and build a basic game.

    Before you start standing up and pointing at me in surprise, I’m still working on Silent Vector. The download link can be found on this site. It’ll take you over to the itch.io page, and you’re more than welcome to download it and give it a try.

    Plus, whatever I end up making next will be posted for your playing pleasure.

    Since I’m a development team of one person occupying this tiny sliver of the internet, I suppose I’ll just keep making things until I don’t anymore.

    There is something special about the past.

    The more I think about it, the more I wonder if it’s even possible to return to it.

    Is there a way of returning to a time when life felt good? Is there a way to go back to a point when everything seemed so perfect?

    I often ask myself those questions, along with another one.

    Was the past really that great?

    Or was it great because I had nothing to lose in the game?

    Or perhaps it’s none of the above.

    I’m going to say it was simply a better time, both technologically and because there weren’t nearly as many brain-dead zombies glued to the world of the internet. There are people today who will never truly understand just how great the world felt back then, especially without every billionaire, corporation, politician, and institution seemingly trying to sell us some version of “progress.”

    But hey, what do I know?

    I’m just one person writing a blog about whatever happens to be on my mind while making games and experimenting with programming so I can create whatever the heck I want to create.

    You know, it’s funny. I was proofreading this blog post and started thinking about how much better TV shows were back then as well.

    The Simpsons, for example, was honestly a million times better back then too.

    Now you’re probably wondering exactly how long ago I’m talking about.

    I’m talking about when I was under ten years old, so before 1995.

    Hell, even movies and music felt better back then.

    Now, with AI appearing everywhere, it sometimes feels like everything that once felt human, even in a sorta funny and imperfect way, is becoming tired and dull.

    Look at the ads on YouTube now. A good portion of them appear to be AI-made, and they all suck. Then you’ve got the strange scams that somehow get approved, all for the love of money.

    And this is the world we live in now.

    Of course, people were being sold the same old shit back then too. The difference was that it was harder to call it out.

    Today, it’s so blatant and so obvious that eventually people just become conditioned to it.

    It honestly sickens me to no end just how far society as a whole seems to have fallen.

    So I suppose you might as well sit back and enjoy watching the collapse of the world around us, because let’s face it: if life ever emerges from this planet again millions of years from now, they’ll probably make the exact same mistakes the moment somebody invents politics.

    And somewhere, somehow, one of them will probably get an ulcer thinking about it.

    +
  • So lately I’ve been doing some thinking. You know the kind of thinking. The kind that just now realizes just how far away October is. It truly makes me wonder what I’ve done so far with the family this year.

    You never really realize just how fast time passes you by the older you get. I can remember walking my kids to school when they were young, where we would just have such fun during their summer vacations because, in no time, they’ll be too old to hang out with me, and then they’ll want nothing more to do with me. I know it’s coming, and there’s something I fear the most about the thought, perhaps, that they won’t want me around anymore. We all get there at times. It’s one of those parts of life, I guess.

    It reminds me a lot about playing a sim one makes for themselves. Besides my baseball sim, which I’m taking a moment’s break from, I’ve been working a lot on Silent Vector. Yes, that’s what I’m calling it. A game where you play the role of the captain of your sub. In it, it’s the late eighties, set upon the backdrop of the final chapter of the Cold War.

    I’ve spent most of my time working on new missions and settled on a select number of twelve missions to play in each campaign. Honestly, I am in love with the entire concept of playing through the last few years of the Cold War. It’s just such a neat little piece of history, though I’m not looking down upon the fear and uncertainty some people faced. I mean the concept that, after that, it was a whole new world. No more boogeyman hiding in a trench coat, using code names and talking into their shoes.

    But I recall discovering the great movie The Hunt for Red October, which, in my opinion, is the best submarine movie on the planet. It had it all: action, betrayal, and hope for a better life. I guess, looking back at it, people will only put up with so much, but given the smallest sliver of hope, they will do anything to survive.

    I guess that’s why the game is the way it is. It’s because it was on the cusp of change.

    But I wanted to give the game a real-world look, something you’d find on an old floppy disk with a label long since faded away. Something you can only find, unplayable, on abandoned gaming sites.

    Now, you may not know this, but I’m only a team of one person, and just by looking at these screenshots, you should be amazed and astonished at such visuals in 2026. Now that I have the basis for the submarine sim of my dreams, I can take my time and perfect the entire system, perhaps expand on it, and have it turn into a legacy piece of software. Maybe the first one in a long line of video games with a small fanbase, and I can go to conventions and meet fans and sell T-shirts.

    That would be nice.

    I was honestly thinking about the entire notion of having a level in the game, or perhaps a spooky campaign, where you have to fight off a ghost pirate attack or a ghost U-boat off the coast of New York City. It’s always fun to have fun, and I do remember a time when video game franchises had some pretty great add-on campaigns and items and what have you.

    Like what Doom and Duke Nukem had. I remember playing Duke Nukem with an Aliens mod, so all the enemies were Xenomorphs. That shit was fun and scary at night.

    Both my parents worked night shifts during the summer, so my sister and I were always hanging out with each other. So when we discovered modding those games, we were having fun.

    It’s honestly funny to me. The passion and care put into the mods back then were really something wonderful. Now you have to pay for it, and it’s just rushed junk. It’s a shame what we used to have back in the day, how we had such weird mods upon the scene, but for me that’s just what made them so special.

    People actually put thought and care into every line of code.

    You know, you don’t think about it, but everything you love came from putting code into the machine. You wouldn’t believe how much I appreciate the beauty of programming. Making something from one’s own imagination is beautiful, in my opinion. Just the kind of thing that should be hung up in a museum.

    Well, that’s enough of me talking on this beautiful Sunday evening. I just had some dinner, bacon cheeseburgers. I love Sunday dinners. Next weekend it’s going to be a fine roast beef dinner.

    Until next time, enjoy the summer evening and join me, as I truly love being able to just sit back and talk. And if you like what you see, please leave a like and a comment.

    I’m just loving this whole blogging thing.