Since I’ve decided to go back to microblogging daily progress (there are already 9 private blog posts of some other projects!), here we are in this “new age” of development .
I continue trying to wrap up the initial vision of Berlin 1992 since 7 days just wasn’t enough. Latest changes, still unreleased to the date, include adding items populated in the level which can pick up and equip.

There’s not a lot of progress for this “day 21” tho; I tried to experiment and work on this while using AI to further develop my entry for the Hatsune Miku Magical Mirai 2026, but it proven to be hard to focus; the AI is just too quick and keeps requiring my attention.
Some little (full human-made) progress
- Prevent duplicate file downloads
However I did manage to play for a bit and come up with a list of pressing things to do, in order to make this a more enjoyable experience.
- Add minimap: This is probably the biggest issue right now
- Add possibility to Miss attacks: To make combat have more variation.
- Fix keyboard repeating rate to about multiple unwanted actions: It’s just bad UX
- Add “hit” indicator in GFX mode
- Implement Poison and Cure Poison – Just the first of many things that might be needed to complete the game but…
but… I still don’t know how far I’ll go with it – I guess I just want my 7DRL entry not to suck, but completely fulfilling what it was meant to be looks like a LOT of work that will probably be underappreciated-
This engine however, could be the foundation of a serious, focused traditional roguelike keeping the style but providing a much more polished experience.