DEVLOG #0

Charting the Course

Every expedition needs a map before the first step is taken. Before we dive into the code, the mechanics, and the struggles of development, I want to welcome you to the official logbook of Fallen Compass - An Explorer's Legacy.

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?

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.

"A compass does not tell you where to go. It only tells you where you are."

See you in Devlog #1.

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