Overunity Studios

Overunity Studios Indie game development company for desktop, mobile and console platforms based in the North East of

Indie game development company for desktop, mobile and console platforms based in the North East of England

For more of our random ramblings, follow us on twitter : https://twitter.com/OverunityS

Watch our videos on YouTube: https://www.youtube.com/channel/UCEiabdMSpQZAafQbEEL1H-g

24/10/2026

We now have sound and music! The hills are alive!. Lots of other bits and bobs too, like the unpolished tutorial system is in place, with a quest trigger system. I've overhauled the UI system behind the scenes again too. (Yes I know the solar casters at the end are annoying!)

These are just the files/classes related to UI elements!
23/10/2026

These are just the files/classes related to UI elements!

21/10/2026

Today marks exactly one month since I started this new project. I’ve accomplished a lot in that time, and I’m incredibly glad I abandoned Unity in favour of my own engine.
Now, it's time to take stock and decide if this is worth pursuing long-term as something that could generate a modest revenue stream once it’s complete and polished.
Standing out has always been a massive challenge for indie game projects. However, that hurdle has become significantly higher now that AI is single-handedly pumping out a flood of new title; a problem that is only going to worsen. My only real regret is not pursuing this project years ago with my own engine, well before AI became an added threat. This is especially true given that the core of this idea actually originated over 20 years ago.

I've changed the way the Void Frost works. It's level / depth used to be a completely different scale to the terrain hei...
15/10/2026

I've changed the way the Void Frost works. It's level / depth used to be a completely different scale to the terrain height. It was also hard to see the varying thickness too, even with the colour shader.
Now the fluid is at the same elevation scale of the terrain and it also uses the same cliff/edge/highlight technique.
Some other flow / clumping factors were changes. I think it looks and works a lot better now. I just need to tweak the constants for the other objects to work with it properly.

14/10/2026

There's been huge amounts of updates across the board.

07/10/2026

A test map where all of the objects are already placed and it's just up to the AI to navigate the map, avoiding void frost, cold, getting resources and building. Discovering the stele and eventually killing the Void Frost Monolith.

Which set of 'marching ants' looks better to show a path lit up by campfires? The orange or eray inveted on?
05/10/2026

Which set of 'marching ants' looks better to show a path lit up by campfires? The orange or eray inveted on?

02/10/2026

New shader effect for the Void Frost

I'm now using a completely different rendering engine for the tiles. Instead of 1 texture per tile chunked map.. It's al...
01/10/2026

I'm now using a completely different rendering engine for the tiles. Instead of 1 texture per tile chunked map.. It's all now rendered as a shader and textures span many cells. While it looks much better, has it lost some character?

29/09/2026

Since I've dumped Unity and rolled my own 2D / 3D engine the pace of development has been much more efficient. Even including the extra development of the engine itself, what I've done so far in this video would take 4x as long in Unity and have systemic issues that would re-appear and eventually mostly cripple further development.

Address

Hebburn

Alerts

Be the first to know and let us send you an email when Overunity Studios posts news and promotions. Your email address will not be used for any other purpose, and you can unsubscribe at any time.

Contact The Business

Send a message to Overunity Studios:

Shortcuts

Share

Nearby computer & electronics services