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Movement Finds Its Rhythm

Smoother traversal, clearer feedback, & a more expressive arena. Refuge is nearing ready for playtesting this winter.

The Refuge arena at dusk: two mummy characters and a tree creature walk across a tiled floor between red blocks, while a fluffy white creature waits by a wooden bridge over a stream.

First I’ll preface…

I am not a seasoned game developer, and I hadn’t written a single line of code before I started working on Refuge.

This whole project started back in January 2026.

Being my first game project (let alone software). I progressed through the initial phases of development rather quickly by learning and implementing with Claude on some early prototypes. But what started as a desire to preserve what was perceived as lost quickly slowed almost to a dead halt.

So, what was blocking progress?

One thing… Pathfinding.

I had designed and built custom mechanics, intuitive UI and UX, bells, whistles, etc… but this part of the game I couldn’t seem to get right. And quite frankly, for a game I am designing for veterans of another game, this is something I felt I couldn’t afford to get wrong as any difference in pathfinding would likely be felt friction, offloaded onto the user.

So we kept working. And working. Until…

Recently, after months of relentless work, we finally feel confident in pathfinding. So much so in fact, that we are now working on preparing a proper demo where playtesters can face off in the Refuge Arena.

So stick… or “slide” around with us in the Arena soon!!!