Full notes
Full Battle Titan:RAINBOW update
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What changed
- Events
- Gameplay
- Maps
Battle Titan:RAINBOW changes
BattleTitan Dev. — June 2026
Since March, many events have happened, so this development report covers roughly three months.
Compared to the carefully planned schedule I made at the beginning of the year, development has taken nearly twice as long as expected.
Boss Logic & Combat Testing
Logic development and combat testing for Battle Titan bosses
Sprite work and pin-up artwork for more appealing bosses
Story scene artwork production (requiring significant time and development resources)
The global game development market is currently very difficult, but development continues.
The biggest advantage of solo development is this: as long as the developer still has purpose and determination, even if funding runs low, the team does not collapse and the project does not fall apart.
Progress has been slower than expected, but I continue moving forward by finding new ways to keep development going.
As a development nomad (Home Dev), I was able to secure a dedicated workspace through an indie game support program, allowing me to develop continuously in a stable environment.
This has allowed me to focus much more deeply on development.
Boss Combat Development
Arcade Mode follows the design philosophy of classic masterpieces in the genre, while Story Mode is where I challenge myself creatively.
The arcade combat structure is heavily inspired by "DoDonPachi"and "Crimzon Clover."
The Story Stages maintain the core game play of “shoot and dodge,” but beyond that, they push further into experimental territory with bold creative ideas and unique mechanics.
Battle Titan Boss Artwork — “Old School” Design
This project originally began from a simple desire: “I want to draw robots.”
That is why the game features old-school mechanical designs inspired by works such as
The Five Star Stories, SDF Macross, and Mobile Suit Zeta-Gundam.
As a result, this top-down shooter became something filled with both romance and madness for a solo developer.
Development has taken many years. To sustain the project financially, I have had to work in other industries while continuing development.
Given the limits of solo development, I chose a genre I could realistically complete—which ultimately led me to creating a retro-style game.
Journey of Rainbow — Scene Artwork Production
I have started working on scene artwork to tell Rainbow’s story.
The journey began with the goal of fulfilling their master’s final wish, built around themes of:
Trust
Hardship
Enlightenment
The three disciples share a common goal, but each carries wounds from the past and keeps emotional distance from the others.
However, the battlefield will eventually force them to fight together.
Polishing the Demo for Steam Next Fest
I am currently polishing the demo with Steam Next Fest in October as the target.
The end of the year will be crowded with major game releases, making marketing and visibility difficult. However, delaying beyond this year would be risky, so I decided to commit to this schedule.
Now that half of 2026 has passed, it feels like I am entering the gates of hell known as:
Debugging and Development Polishing.
Thank you very much for reading this long update!
Source
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