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Steam News3 February 20264mo ago

Still cooking++

Hi beautiful people! Hope you're well! There weren't many updates lately, but that's because I've been rewriting the game in c++ and that takes time it turns out! Why? Well, performance is the obvious reason.

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addedThere weren't many updates lately, but that's because I've been rewriting the game in c++ and that takes time it turns out! Why? Well, performance is the obvious reason. The game is built using the Godot game engine, and this is my first real game using it. It was written in c# as that's the language I'm most proficient in, and it served me well for prototyping. But as I started doing performance work, I found out that c# integration in Godot has some serious problems if I want the game to run without hiccups, and I really do. Also, c++ should give me baseline better performance, which helps with older hardware. Another one is, that I wanted to be closer to the metal and the engine. This gives me opportunity to extend the engine as I see fit and maybe give back to the Godot community by working on the engine. It's been interesting learning about the internals as the Godot engine source code is one of those things that mortal humans can actually read and comprehend. The rewrite also gives me the opportunity to clean up the codebase, remove all the unused stuff and refactor it to support better iteration times in the future. Most of the code has been rewritten by now, but there is still a lot of work in making sure that everything works correctly. My hope is that by the end of the month, I'll have the new c++ version up on a beta branch, and after that is stabilized, I plan to continue working on the game, slowly evolving it's every aspect. Thanks!

Hi beautiful people! Hope you're well!

There weren't many updates lately, but that's because I've been rewriting the game in c++ and that takes time it turns out! Why? Well, performance is the obvious reason. The game is built using the Godot game engine, and this is my first real game using it. It was written in c# as that's the language I'm most proficient in, and it served me well for prototyping. But as I started doing performance work, I found out that c# integration in Godot has some serious problems if I want the game to run without hiccups, and I really do. Also, c++ should give me baseline better performance, which helps with older hardware. Another one is, that I wanted to be closer to the metal and the engine. This gives me opportunity to extend the engine as I see fit and maybe give back to the Godot community by working on the engine. It's been interesting learning about the internals as the Godot engine source code is one of those things that mortal humans can actually read and comprehend. The rewrite also gives me the opportunity to clean up the codebase, remove all the unused stuff and refactor it to support better iteration times in the future. Most of the code has been rewritten by now, but there is still a lot of work in making sure that everything works correctly. My hope is that by the end of the month, I'll have the new c++ version up on a beta branch, and after that is stabilized, I plan to continue working on the game, slowly evolving it's every aspect. Thanks!

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Steam News / 3 February 2026

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