HomeGamesUpdatesPricingMethodology
Steam News9 May 20263mo ago

Primus Devlog #8: The Game Is Finally Taking Shape

Hey guys, So, we’ve reached that "weird stage" where all the individual pieces of the game, the combat, the arena, the festivals, finally exist, but they don't quite fit together perfectly yet.

Full notes

Full Primus update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey guys,

What changed

0 fixes0 additions3 changes0 removals
  • Maps
  • UI and audio
changedSo, we’ve reached that "weird stage" where all the individual pieces of the game, the combat, the arena, the festivals, finally exist, but they don't quite fit together perfectly yet. This week was all about the "clean up" to make sure everything actually feels intentional.
changedThe UI Struggle: Realizing the old HUD was way too crowded and chaotic (a recurring ghost from my first game) which made the management systems feel way more complicated than they actually are.
changedA Massive Polish Pass: Redesigning the HUD to be compact and readable (inspired by Darkest Dungeon ) and pivoting the game’s direction away from a "dungeon crawler" into a more authentic, political "Gladiator Simulator."

Primus changes

changedSo, we’ve reached that "weird stage" where all the individual pieces of the game, the combat, the arena, the festivals, finally exist, but they don't quite fit together perfectly yet. This week was all about the "clean up" to make sure everything actually feels intentional.
changedThe UI Struggle: Realizing the old HUD was way too crowded and chaotic (a recurring ghost from my first game) which made the management systems feel way more complicated than they actually are.
changedA Massive Polish Pass: Redesigning the HUD to be compact and readable (inspired by Darkest Dungeon ) and pivoting the game’s direction away from a "dungeon crawler" into a more authentic, political "Gladiator Simulator."

So, we’ve reached that "weird stage" where all the individual pieces of the game, the combat, the arena, the festivals, finally exist, but they don't quite fit together perfectly yet. This week was all about the "clean up" to make sure everything actually feels intentional.

In this devlog, you’ll see:

  • The UI Struggle: Realizing the old HUD was way too crowded and chaotic (a recurring ghost from my first game) which made the management systems feel way more complicated than they actually are.

  • A Massive Polish Pass: Redesigning the HUD to be compact and readable (inspired by Darkest Dungeon) and pivoting the game’s direction away from a "dungeon crawler" into a more authentic, political "Gladiator Simulator."

  • The Unexpected Pivot: Admitting that the dungeon crawler mechanics I’d been forcing into the game just didn't fit the gladiator vibe, and decided to scrap them entirely just 3 weeks before the demo is due!

🎥 Watch the full Devlog #8 here:

If you’d like to support the game, wishlist the game and support me on YouTube:

👉 Primus

👉 My Game Dev YouTube

👉 My Website

Thanks again for checking this out.

I’m looking forward to sharing progress with you each week as I work toward the full game release!

– Ethan

Source

Steam News / 9 May 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.