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Full Biomass: Extermination update
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What changed
- Gameplay
- Performance
Biomass: Extermination changes
After years of solo development, 80 Level just offered to feature my game!
A few years ago, Biomass: Extermination existed only as a rough idea in my notebook.
And now, I woke up to an email from 80 Level offering to feature the project through:
-a dedicated article,
-homepage placement,
-and a trailer feature on their YouTube channel!
As a solo developer from Azerbaijan building a psychological sci-fi FPS in Unreal Engine, this honestly feels surreal.
The project has been a long road of learning, mistakes, redesigns, self-doubt, late nights, and trying to solve problems that normally entire teams handle. There were plenty of moments when I wondered whether anyone outside my immediate circle would ever notice the game.
Game development can be a roller coaster. One day you're dealing with setbacks completely outside your control. The next day you're reminded why you kept going. Still a long way to go, but today I'm allowing myself to enjoy this small victory.
For anyone working on a project that feels invisible right now: keep building. Sometimes people are watching even when it doesn't feel like it. I'd also love to hear from other indie developers: What was the first moment that made you realize people outside your own community were starting to notice your game?
See you in the next Development Log.
— Arif
Source
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