I want to state a few things clearly and as unambiguously as possible. Here we go:
- Any screenshot is from the actual game (now and in the future). It may be unrefined, it may be unfinished, but it will never be a rendering or concept. It will 100% be a “what you see is what you get.”
- Yes, AI helps me with images, icons, and graphics. I am solo in this, and I simply cannot afford an artist or anything like that at this time.
- Yes, I use AI as a tool to help me debug my coding. See item 2. Make no mistake: 100% of Commander's Gambit is MY design.
- You will see Amethyst Eyeworks, and you will see it is part of Sevaro. That is my brother, my wife, and I setting up a company to protect us privately and protect Commander's Gambit as an IP and product. I am still the only developer. I appreciate (and need) the feedback and support in the other areas my brother and wife do for me.
- This is being developed in Unreal Engine 5 as a C++ project.
- This will not be a free game. I am doing this for love of doing it, always wanting to do it, and finally for it to support me and my family financially. I am on disability, and I very much would like to get off disability and be responsible for me.
- I feel it is time to start giving weekly updates, hence “Friday Dev Notes.”
- I am REALLY bad at social media, so that will likely be slow because… yeah.
Thank you deeply and sincerely for taking the time to just read this. That is very nice of you.
All Entries
Friends & Family 3.1: the new Explore command, Tech Tree fixes, a round of interface cleanup, and a first look at the Diplomacy system for the Pathfinders.
Read entryThe FF-3 update: a full economy rebalance, Land Combat implemented, a new starting scenario on Space Stations, the first full Research Tree (75 projects), and continued AI and UI rebuild work.
Read entryFriends & Family testing is live, a reworked main map and Combat Alert, the first stubs of the full Fleet system, and the march to Alpha officially begins.
Read entryReworked faction geography down to Earth and Luna, Friends & Family Testing opens as early as October 1, new Player Action Canvas info, and I finally lost a game to the AI.
Read entryA long list of under-the-hood correctness fixes: consolidated duplicate AI/player logic, reworked the factory build flow, closed a Munitions & Systems budget gap, and fixed a string of command edge cases.
Read entryCaught myself breaking my own C++/Blueprint rule and spent the week fixing it, reworked the improvement action buttons top to bottom, and launched the Commander's Gambit Discord.
Read entryThe Infopedia and Budget Analyzer are live, sector improvement panels are fully wired and clickable, and a nasty over-capacity construction bug is fixed. Also: a lot of Blueprint wiring.
Read entryI shared part of the personal adventure that got me to this point, and locked most of the pillar systems down to a functioning status as a game, not a PIE window. Now for the very long boring part :p
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