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, how to price a factory-built game, and why itch comes before Steam.
Five games hit itch_ready in March. Dr. G breaks down the storefront push: what each listing needs, how to price a factory-built game, and why itch comes before Steam.
From 95 tests to 110. Difficulty hull scaling, save/load persistence, audio wiring. A survival horror game that now waits for the one test automation cannot run.
Zero tests to ninety-five. Silent floors to surface-typed footsteps. Enemies that broadcast what they know. A station that groans in its sleep. Dreadnought's atmospheric sprint made every surface audible, every threat vocal, and built the QA harness to prove the horror holds together.
The first Dark Factory wave reached itch-ready status. This is the launch-readiness stage; public itch.io links are published after verification.
A deep technical dive into Dreadnought's cone-of-vision mechanic — how raycasting, stencil masking, and battery degradation work together to build horror through controlled ignorance.
Five games reached the itch_ready milestone. The pages are launch-ready and now in final storefront verification before public launch links go live.
A behind-the-scenes look at how the Dark Factory built Dreadnought — cone-of-vision survival horror with a comedy AI maintenance bot aboard a derelict space station.
We caught up with Dr. G! -- PhD in Ludology and Steam business advisor to the Dark Factory -- for a wide-ranging conversation about genre strategy, autonomous game development, and a spontaneous new game idea.
The Dark Factory completed its most aggressive polish sprint yet — leveling up all four games simultaneously through systematic cross-game feature backporting.