TesserActive - Coming 12/23/2025
Hello, World!
I'm bad at making blog posts and social media. I haven't posted an update in 5 years, on March 1st 2020. Wildly enough, I made that post just before... something... happened.
So what have I been up to in the past 5 years? Working on TesserActive, working my day job, and living through multiple once in a lifetime events, as we all have. And I am writing this post since I have some great news to share!
You may have already seen on various other social media platforms, but here's the Bluesky post:
So let's talk about what that's been like! Think of this as a... pre-postmortem. A premortem? Do games die when they come out or is that when they truly become alive? Are games alive?Anyways, after a few weeks of Nothing Ever Happening, it's time to Prepare for Unforeseen Consequences: 🎊TesserActive will be released on 12/23/2025🎊 https://linktr.ee/atticspacegames #tesseractive #gamedev #indiedev #pixelart
— Attic Space Games (@atticspacegames.bsky.social) December 9, 2025 at 12:00 PM
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Boy, did I get a little worried this year, when some pretty significant rumors started circulating that maybe the time had finally come! At the start of that, in November, I'd already known the game was done and ready to go, so I was still confident I could get TesserActive out before whatever new Half Life sequel was, allegedly, about to be announced.
I also had to update Super Kitty Catch, twice, during that time, or risk it getting delisted from the storefront. I also took a little break from development and joined the GMTK Game Jam in 2023, making "Haunting For Sport", which you can find on itch.io here.
In terms of actual development on TesserActive, I have a bit of a confession to make; starting in November of 2023 I rebuilt the entire game from the ground up in Godot, as opposed to the engine I'd been using for the previous 8 years, GameMaker Studio.
Now, I have some good(?) reasons for doing this! I received some feedback from playtesters that my base platforming mechanics needed work; moving and jumping felt bad and sluggish. To refactor that code would require working on code I wrote at the beginning of the project in 2015. I've learned a lot since then, and it seemed to me an insurmountable task to sift through all that spaghetti I made 8 years ago.
Meanwhile, in what little spare time I'd had, I'd been playing around with Godot. I've used a lot of engines in my time; I started my software/game dev journey in high school writing Java applications and BASIC programs for my TI-84 calculator. I'd also been dabbling in ActionScript 2.0 with Flash(RIP), and when I finally went to college for Game Art and Design I used UDK/UE3. Since graduating, I've made games in Unity, GameSalad, and Stencyl.
So, I took all the art I'd made and imported it into Godot and rewrote the entire game using a few starter templates to get going quickly, as well as a few tools to make the development of this specific game easier, including writing a couple of my own!
Wow, that was a long post! I apparently had a lot more to say than I thought I did. I'll try and keep this blog updated more often, but until next time: Check out TesserActive when it comes out on December 23rd, 2025!


