Dev Log: 2026-07-05
"You can now press Back on a tutorial step and actually go back, gauge, position, shield state and all, instead of the game politely pretending you did."
"You can now press Back on a tutorial step and actually go back, gauge, position, shield state and all, instead of the game politely pretending you did."
"Your queued units now know where their friends are going, and your save file is no longer one badly-timed browser refresh away from oblivion."
"The game now has a proper extras menu, the Chapter 6 boss fight exists, and Iron Curtain finally does what everyone assumed it already did."
"Today I made every stage slightly easier, fixed some very rude drone behavior, and made the editor slightly less annoying. Making the game more accessible."
Dev Log: 2026-06-23
“Why Godot hates me personally and every screen manufacturer is in on it”
Oh, for the love of Renaissance paint fumes, here we go again.
Listen up, noble guardians of the sacred brush, you valiant sentinels of hand-crafted pixels and oil on canvas earned through 47 hours of suffering and mild existential dread. How dare a solo developer use generative AI to create character portraits for their reactive turn-based strategy game? Don't they realize true art demands carpal tunnel, unpaid commissions, and the quiet knowledge that your portfolio will be seen by roughly twelve people before the heat death of the universe?
A full in-game stage editor shipped this cycle. Players can design, edit, and play custom stages without leaving the game.
Panzer Island is a solo project. One developer. A full-length strategy game with a written narrative, three playable characters, a custom toolchain, and a campaign solver that can verify every stage is beatable before a build ships.
I used generative AI throughout. This post describes exactly where, how much, and what I kept out of its hands.
The Panzer Island site is live. This is where I will post development updates, guide additions, and notes on what is changing between versions.
Chapter 05 shipped. 10 stages, 44 cutscene files, 5 new backdrops, a full terrain theme set (chemical + laboratory, 22 tiles each), and 30 hand-drawn props. The chapter is the midpoint pivot: Erika enters the research complex where ORACLE was built, finds Wilhelm's transmission logs, and confronts the truth of what she designed.