I am Steffen Loebelt, the solo developer behind Slomotion Games. This devlog is my invitation to you: to join me on the journey from an empty project folder to a fully realized, immersive world.
The Story behind the Story - Why a Devlog?
Developing a game as an Independent Studio is a solitary path, but it shouldn't be a silent one. The goal of this series is to let you be part of the development process - not just as a spectator at the finish line, but as a companion on the road.
I want to show you how Fallen Compass grows from a few rough ideas into a complex Expedition strategy game. We will explore the "Why" behind the design choices: Why is the office first-person? Why is the combat turn-based? Why does the game treat survival as a victory?
This isn't just marketing; it's a chronicle of the Legacy we are building together.
Behind the Curtain - The Reality of Development
Transparency is key. To keep these posts high-quality and reflective, the actual development will always be slightly ahead of the devlog releases - approximately one week.
This buffer allows me to filter the chaos of daily coding into coherent insights. When I write about a feature, it's because it's working (or failing interestingly), not because I'm hoping it will work tomorrow.
What can you expect every week?
- Design Deep Dives: The philosophy behind the mechanics.
- Technical Breakdowns: How Unreal Engine 5.7 powers the experience, from C++ systems to Blueprint logic.
- The Invisible Work: The bug fixes and tooling that usually go unnoticed.
The Invisible Work
Even starting this devlog was a task in itself. Setting up the website, defining the visual identity of the Fallen Compass, even before it exists as game, and establishing a workflow to capture screenshots and gifs without disrupting the coding flow - these are the hidden foundations of an Indie Dev project.
What's Next – The First Steps
The course is set. The supplies are packed.
Next week, in Devlog #1, we rewind to the very beginning. We will step into the empty office, build the first interactive map table, and define the loop that starts every journey.
See you in Devlog #1.