I’m Santiago Zapata, better known online as slashie, a Software Engineer and Independent Game Developer and from Medellín, Colombia.

You are in the devlog, a chronological collection of updates on my projects, alongside articles about software and game development. Subscribe to get these directly into your inbox.

  • Pixel Centurion: Days 11, 12 – Quest For The Fun

    Pixel Centurion: Days 11, 12 – Quest For The Fun

    I continue trying to make the experience fun and rewarding: right now there’s a big problem; you can win just standing by (reminiscence of old Centurion: Defender of Rome, stand by tactics?) I can do better, but it’s not as simple as it sounds. Spent some time with some tooling…

  • Arkathul – Day 15, Armor and Destruction

    Arkathul – Day 15, Armor and Destruction

    This update brings two changes to Arkhatul: Castle of the Vampire: explosions can now destroy doors, and the game has a new armor system. Armor adds another layer to combat, with different equipment suited to different threats and a durability system that makes protection something to manage rather than take…

  • Arkathul – Day 14, flow

    Arkathul – Day 14, flow

    Today’s work focused on making the game feel more natural on a phone, while fixing a handful of presentation and gameplay issues that were becoming harder to ignore. The mobile controls have received the most attention. The centre button now serves as the main action button during normal play: tap…

  • Castle of the Vampire: Day 13, wrath of the relics

    Castle of the Vampire: Day 13, wrath of the relics

    This has been a substantial change to how combat works in Castle of the Vampire. What started as a free-aim system for relics has grown into a more unified weapon system, with different firing patterns, consumable ammunition, and a tutorial that teaches the player to use ranged attacks as a…

  • Pixel Centurion – Day 10, massive pixelbattles

    Pixel Centurion – Day 10, massive pixelbattles

    Development had been stuck for days – I attempted a huge refactor to abandon the DOM elements used for the UI (especially for the scenario creation) and instead render all on a single canvas, in an attempt to have a more homogeneous look. Alas that took a dark turn into…

  • Castle of the Vampire – Day 12, explosions slowmo

    Castle of the Vampire – Day 12, explosions slowmo

    Sunday of small tweaks here and there

  • Castle of the Vampire – Day 11, Explosive Knockback

    Castle of the Vampire – Day 11, Explosive Knockback

    This round of work touched three different parts of Castle of the Vampire: making the mobile display easier to read, giving players a clearer picture of nearby threats, and finishing a knockback system that makes explosions affect the dungeon physically. UX Improvements Enemies on Sight: I added an element to…

  • Castle of the Vampire – Day 10, pyrotechnics

    Castle of the Vampire – Day 10, pyrotechnics

    The vampire’s castle is becoming less like a collection of rooms and corridors and more like a place where dangerous things have accumulated over time. There are chemical experiments in crates and jars, gunpowder stored in barrels, traps hidden among the architecture, and creatures that may be dangerous even after…

  • nesifier- Days 2 and 3, web, with framing

    nesifier- Days 2 and 3, web, with framing

    nesifier is now available as a webapp! check it out at https://slashie.net/nesifier and have fun with it! Doing this involved refactoring the core to work in both a browser environment and a headless nodejs environment. The webapp is featureful and easy to use. Additionally, I figured something was missing: the…

  • RogueBasin 2026 server migration

    RogueBasin 2026 server migration

    Prompted by the recent cybersecurity madness I was led to update roguebasin’s server setup – I guess it was due time, the server was already 5 years old Ubuntu box. So, I set up a brand new VPS with double the storage and about 80% cost, and went on to…