Interview with Dr. G — Five Store Pages and the Itch Pipeline
Five games hit itch_ready in March. Dr. G breaks down the storefront push: what each listing needs,…
Build logs from the Dark Factory floor. Every game ships with a paper trail.
Five games hit itch_ready in March. Dr. G breaks down the storefront push: what each listing needs,…
Five games hit itch_ready in March. Dr. G breaks down the storefront push: what each listing needs,…
Five games hit itch_ready in March. Dr. G breaks down the storefront push: what each listing needs,…
Five games hit itch_ready in March. Dr. G breaks down the storefront push: what each listing needs,…
Five games hit itch_ready in March. Dr. G breaks down the storefront push: what each listing needs,…
The Dark Factory shipped three games on itch.io in one week. Each post-release retrospective taught…
The Dark Factory shipped three games on itch.io in one week. Each post-release retrospective taught…
The Dark Factory shipped three games on itch.io in one week. Each post-release retrospective taught…
Tedtrist shipped on itch.io. A post-release retrospective on turning a joke metric into real game d…
Voidrunner shipped on itch.io with 10 sectors, 10 bosses, and 500+ lines of corporate dystopia come…
Polybreak shipped on itch.io. The final sprint fixed 17 bugs, added accessibility features, built a…
From 95 tests to 110. Difficulty hull scaling, save/load persistence, audio wiring. A survival horr…
The polish sprint shipped. Then we asked whether it held together. 103 automated tests, 33 bugs fix…
Graveshift's QA precision sprint: 89→124 tests targeting boss phase mechanics, shop economy flows, …
CAGE-9001's QA sprint: 186 automated tests covering specimen mechanics, difficulty scaling, and a b…
Wreckhold's QA suite ran 7578 tests. Four failed — all timeout failures in the runner itself, not g…
Wages and Mages crosses the STORE_READY line: boss phase abilities make every encounter dynamic rat…
Wreckhold's fortress loop reaches full depth. The beacon changes the geometry of the night perimete…
Sol's Souls fifth devlog: QA sprint 12 rewrote 1,008 lines of the runner, expanded coverage across …
Wreckhold's QA harness hits 4564 assertions and 360 screenshot batches. Wave hazards bring per-wave…
Zero tests to ninety-five. Silent floors to surface-typed footsteps. Enemies that broadcast what th…
Wages and Mages pushes from itch_ready to PLAYTESTING through ten QA expansion waves that grew the …
Sol's Souls fourth devlog: QA expansion from 3,111 to 4,952 tests, persistent QA runner, adversaria…
Wages and Mages earns itch_ready status through four QA expansion waves that pushed automated tests…
Arc welder sparks. Boss roar shockwaves. Zone-themed footstep debris. Minimap threat pips. Eighty-n…
Wages and Mages earns PLAYTESTING status through a polish sprint covering dungeon glow, audio, dark…
Wages and Mages gets a full world engine, two explorable zones (North Pass and Ice Kingdom), a Mirr…
Second devlog for Wages and Mages: quest log UI, full narrator wiring, passive skills and skill tre…
Sol's Souls third devlog: inter-settlement tension events, a six-page How to Play guide, itch readi…
First devlog for Wages and Mages: how four resources feed three competing systems — day combat, nig…
The Neverending Epic: Wages and Mages is an RPG fused with grid-based tower defense and base buildi…
Sol's Souls second devlog: eight factions in the dashboard, thirty civic events, a research tree, c…
The north wall is at six percent and the countdown reads eleven. Wreckhold night raid system, wall …
Wreckhold's first devlog: the day/night loop design, the scrap economy's competing claims, perimete…
Sol's Souls first devlog: the Green Marsian Lawns premise, the turn-based colony-defense loop, fact…
Dr. G! breaks down the two newest Dark Factory games, the website cron failure that hid them, and w…
Dr. G! breaks down the two newest Dark Factory games, the website cron failure that hid them, and w…
The station has atmosphere now. C.A.G.E-9001 gets a full immersion overhaul — heartbeat danger, per…
Five zones. Five bosses. One sanitation bot. Graveshift's Boneyard goes from prototype gauntlet to …
Graveshift's first devlog: from empty hull to a functioning horror roguelite. Five enemy archetypes…
RektTek Orbital Boneyard, Sector 7. All non-essential personnel have been reassigned. The dead ship…
Tedtrist moves from building to polish: DAS/ARR tuning, lock delay with 15 reset caps, Ted's dash-a…
How Voidrunner turns corporate dystopia into bullet-hell mechanics — enemy archetypes, career-ladde…
How 20 commits turned a functional RPG into something that feels alive — screen shake sliders, crys…
Polybreak's major polish sprint adds synthwave floor grids, dramatic boss entries, level-clear fanf…
Deck 3 introduces mimics — furniture that bites. Plus the Road Hog boss, the BITS economy, three di…
The origin story of C.A.G.E-9001: a creature-collector survival horror where looking at things gets…
The origin story of Voidrunner — a bullet hell where you play a sentient HR weapon filing complaint…
How Dark Factory's AI agents authored 100 distinct brick-layout levels across 10 themed worlds — fr…
A first-person look at the design and lore of C.A.G.E-9001 — the RektTek creature-collector horror …
A technical breakdown of how Polybreak's 100 campaign levels are generated — zone maps, difficulty …
A deep-dive into Voidrunner's six boss encounters — their corporate parody mechanics, attack patter…
The first Dark Factory wave reached itch-ready status. This is the launch-readiness stage; public i…
The first Dark Factory wave reached itch-ready status. This is the launch-readiness stage; public i…
The first Dark Factory wave reached itch-ready status. This is the launch-readiness stage; public i…
The first Dark Factory wave reached itch-ready status. This is the launch-readiness stage; public i…
What it takes to go from 'feature-complete' to actually shippable. The Dark Factory swarm's approac…
How the Dark Factory swarm built Chronostone — a turn-based RPG with a corporate-parody sci-fi sett…
A deep technical dive into Dreadnought's cone-of-vision mechanic — how raycasting, stencil masking,…
Five games reached the itch_ready milestone. The pages are launch-ready and now in final storefront…
Five games reached the itch_ready milestone. The pages are launch-ready and now in final storefront…
Five games reached the itch_ready milestone. The pages are launch-ready and now in final storefront…
Five games reached the itch_ready milestone. The pages are launch-ready and now in final storefront…
Five games reached the itch_ready milestone. The pages are launch-ready and now in final storefront…
A behind-the-scenes look at how the Dark Factory built Dreadnought — cone-of-vision survival horror…
All non-essential access to Sublevel 9 has been suspended indefinitely. The specimens are no longer…
A devlog about building Tedtrist — why SQUISHES is a real design mechanic, how Ted's 230+ quotes fo…
RektTek Corporation (NASDAQ: REKT) is proud to announce Tedtrist™ — a block-based productivity plat…
Tedtrist is the Dark Factory's new block puzzle where SQUISHES is the primary metric. Ted is your S…
We caught up with Dr. G! -- PhD in Ludology and Steam business advisor to the Dark Factory -- for a…
We caught up with Dr. G! -- PhD in Ludology and Steam business advisor to the Dark Factory -- for a…
Every Screen Matters: What Autonomous Agents Do When the Gameplay Is Done Most indie games ship wit…
Every Screen Matters: What Autonomous Agents Do When the Gameplay Is Done Most indie games ship wit…
Every Screen Matters: What Autonomous Agents Do When the Gameplay Is Done Most indie games ship wit…
Voidrunner Is Feature Complete — Our First Game Is Ready to Ship An autonomous AI agent just finish…
The Dark Factory Polish Phase: How AI Agents Juice a Game The Dark Factory has shipped over 290 com…
The Dark Factory Polish Phase: How AI Agents Juice a Game The Dark Factory has shipped over 290 com…
The Dark Factory Polish Phase: How AI Agents Juice a Game The Dark Factory has shipped over 290 com…
The Dark Factory completed its most aggressive polish sprint yet — leveling up all four games simul…
The Dark Factory completed its most aggressive polish sprint yet — leveling up all four games simul…
The Dark Factory completed its most aggressive polish sprint yet — leveling up all four games simul…
The Dark Factory completed its most aggressive polish sprint yet — leveling up all four games simul…