What changed, why, and what it broke. Numbered checkpoints, newest first. Nothing here is a promise.
1920 Oct 2026Visuals
Ball model coming together
The ball in the game has been temporary since the beginning, and I have struggled to get a look I like but also works in game, and keeping the circus theme as the core in the game. But i feel this works, getting it implemented better now.
188 Oct 2026UI
Wardrope in the making
Its always so easy on paper, but so many things are linked here, spaghetti alert... I hav emanaged to get colors to work at least :D
176 Oct 2026Gamedev
Kickoff goal to celebrate netcode
Netcode is finally smiling at us. A lot of celaning up from tests and prototyping now. In a few weeks, I hope to share a demo.
162 Oct 2026Netcode
Prediction, interpolation, tickrates, ping spikes
Past weeks, and coming weeks will be focused on netcode, what solution can work for this crazy spinning game, with so much freedom and so many interactions happening :O - testing 4 systems now, all with benefits and painful cons. It is just a very complex area of gamedev, also a killer for game ideas. I have an approach now that works really well, with some minor cons, which I hope to smoothen out, I hope - more soon.
1525 Sep 2026Gamedev
Steam page is LIVE!
Wishlist is possible here:
Spinball on Steam
Now I will work on a demo version, just added a stadium and stuff for surroundings.
1423 Sep 2026Design
Acid trip exploring skins
I have tried a lot of different approaches, seeing the game evolve around the spinning and acrobatics, more colors found its way, not exactly models being in game anymore, but its a part of the road.
1318 Sep 2026Mechanics
More visuals, mechanics
Its all about spinning, alle directions imaginable :D getting there, lots of finetuning and optimizations being done now.
1216 Sep 2026!
Steam Page up soon!
Speaking of the devil, now they approved my page, and I finished a rough first iteration, just to get the approval process going, now making a demo page as well.
1115 Sep 2026Mechanics
Mechanics tests
Spinning bats, spin yourself, kangaroo jumps, by accident, the game evolved into more crazy mechanics I never intended to design or even knew the game needed. :D
1014 Sep 2026Gameplay
Early days
I started in html, java, to create mech tests and get an idea of where I wanted this to go, if any. Fun to look at. This is from early 2026 :)
I have been waiting for my Steam page for 12 days now, this process just takes soooo long, come on...
0914 Sep 2026Gameplay
Dome Ball tests
This one is really pushing me, kill or let it live. I made it without any geometry, only code creates the geometry so I can autmomatically create more levels fast, levels being diferent setups of shafts you need to close by hitting the ball inside, which is cool by itself, but the skill level needed to play this, is insane. The detection of the gola plates in the shafts has been a pain as well, however they work ok now. This mode I am thinking of several ways of playing it with leaderboards, for the demo.
0813 Sep 2026CODE
Remember to use the correct language
Well, I am not a skilled developer, used Danish words, way to many, and last 3 days have been a nightmare translating to english. Note to self...
0713 Sep 2026UI
Modes moved off the front page
The start screen had grown a button per mode, which does not survive a game with casual, ranked, four team sizes and a solo list. PLAY now opens two screens: how you want to compete, then who against.
Casual queues several playlists at once; ranked takes one and shows your rank per card.
Dome Ball is placed under Solo Games — never queued, and the only two with leaderboards.
A mode earns its own third screen when it has more than one form.
Screen one. Four cards fill the row exactly; a fifth starts a second row.
Ranked is drawn, not built. Matchmaking does not exist yet and neither do the ranks.
0610 Sep 2026HUD
One tank, and the colour tells you what is burning it
Boost and jet used to be two bars in the same orange, which read as one thing split in half. They are now a single unbroken bar: mint when it is available, gold while you boost, a lighter gold while you jet.
No numbers on the bar. The bar is the reading.
Boost and jet are told apart by shape and lightness, never by hue alone.
The last half-second pulses instead of changing colour.
Needs a change in the game: two drain constants have to become one resource.
057 Sep 2026Input
Controller, on the same map
The key bindings screen gained a second device tab. Same three columns, same seventeen action names, same order — only the label inside the cap changes.
Rows that cannot be bound on a pad dim to 30% rather than disappearing.
A trigger or a stick direction is an axis and still has to bind to a button-like row.
With no pad plugged in the cap waits, dimmed and still: the pulse means the game is listening.
Xbox names by default; a PlayStation table swaps the label, not the cap.