- 2025 Update - Full Revamp! - 17 November 2025
Hey it's been a.... while!The last post here was in 2023, which was a while ago, Here's what happened!I was pretty busy with University and generally had a lot going onThe original version of the game was started in college and didn't have much of a plan or direction which meant a lot of bad code and features stacking on top of each other, that it ended up being a really big mess...So at the start of this year I decided to start again from the beginning with an actual plan and goals, This versionIs a lot more organized, documented and focussed and a lot easier for me (and importantly, other people) to look at and work on without worrying if it'll break some other thingI'm generally bad at art and if you look at some older blog posts there was a lot of badly made 3D backgrounds and stuff that had no place, This is more focussed on gameplay and has a more basic 2D styleWith that out of th…
- Weekly Update - 30th August 2023 - 29 August 2023
Hello! Welcome to another Weekly Update, Before we start next week’s goals will be the same as this week's! Today I’ll show the progress I’ve made in remaking the game’s HUD! Here’s the concept I made for the new HUD, It’s supposed to look nicer, be more customizable with themes and such, and show more/less information if you want it to! The right side would be a “Widgets” section, Where you could pin various information you want to see! The concept shows Active Effects, Notices, Wave Information and Daily Tasks! (Daily Tasks don’t exist yet) You could also add these currently planned optional ones: - Stats (Total Enemies Killed, Clicks, Kills per Minute etc.) - Quick Buy (Favourite Upgrades will show up allowing you to quickly upgrade them without opening the shop) So far I’ve implemented all but the widgets section into the game, which will be the main focus of this next week as well…
- Weekly Update - 23rd August 2023 - 23 August 2023
Is this a Weekly Update?? oh… must have forgotten about that part, sorry! Welcome back to another “Weekly” update which if not for my massive general laziness problem, would be an accurate title. This last week I worked on adding Themes to The Idle Undead which currently only applies to the Main Menu, Which is the only part of the game that has had its UI revamped so far, This week the main HUD will be reworked! Themes Cause I like being able to customize the colours of buttons and stuff, I’ve added Themes to The Idle Undead! Currently there very simple and change the accent colour of certain parts of the UI, Later I could expand it to add different designs to menus and add stuff like a Light Mode! These are the current colour options I’ve added! More will be added and some will be changed slightly for reasons such as readability, or cause I have a bias over Orange and Green. I also pla…
- Weekly Update - 8th August 2023 - 8 August 2023
Hi there! Last week I planned to work on a remake of the Save Management System, Continue Work on the Settings Menu and do additional work on the Background Remake (I won’t be talking about that last one still, Big Secret) To quickly get one of the 2 out of the way, I finished moving all the old settings over to the new settings, Settings Cloud Sync is all planned out and I should be able to get it working in a basic form today, as I’m a day late! (Expect a post on my socials later in the day, or early tomorrow) Custom Keybinds have been delayed for now, But it’s still planned, there’s just stuff I want to do first! Before I get into this last week's work, I have a few topics I’d like to discuss! MacOS Support Macs cost a lot of money and as much as I’d like to buy some fancy M2 whatever just for The Idle Undead, I just can’t and I’m stuck with an old insanely slow Mac Mini made sometim…
- Weekly Update - 31st July 2023 - 31 July 2023
Hello there! This is the first of hopefully many weekly updates on the development of the games I’m working on, as well as general stuff! So far… the only game I’m working on right now is The Idle Undead, So let’s talk about that! These weekly updates will release every Monday, Detailing what I worked on for the past week! After that, I’ll give my plans for the current week! Settings Menu Redesign The new Settings menu shows a new UI that I plan to bring to the rest of the game, At the moment the game’s UI is all over the place and looks different from one menu to the next. Over the next few weeks, I will be redesigning the UI of most (if not all) of The Idle Undead to match a similar theme and style to the Settings menu. This settings redesign also includes a rewrite of the old crappy code that was used to manage the game’s settings and replaces it with new slightly less but still crap…
- Developer Update - April 2023 - 24 April 2023
Introduction I keep delaying writing these dev updates, so they are not really as monthly as they should be… But hopefully, I’m going to write these more frequently now, despite saying this every other update. A lot has been added since the last update though! Notices These “Notices” are basically notifications that will appear in the bottom-right to show you smaller events that happen in the game, like the reward you’ve gained from defeating an enemy… which surprisingly you have not been told since I added this. You also get notices for when the wave resets back to Wave 1 and loads of other stuff! Enemy Grades As you progress in The Idle Undead you’ll probably find that some of the enemies introduced near the start of the game are a bit too easy… so I’ve added Enemy Grades! What are Enemy Grades, you ask?? (asked no one) At the start of the game, you’ll only have Grade 1 unlocked, whic…
- Monthly Update - January 2023 - 23 January 2023
Hey there! This month i've been pretty busy but i've managed to work on the cards system quite a lot over the past few days among other things! Recently i've made the decision to make the "Cards" i've been talking about for a while "Skill Cards", and making all the other upgrades like Boosts and Survivors also cards, like "Survivor Cards" etc. This is so I can make a menu that displays all the 'Cards' you've collected throughout the game, giving you a basic idea of where your at and how much you have left to unlock everything! So I have a screenshot or two of this menu to show: I've also redesigned the design for a few things like the Game Icon and parts of the loading screens and main menus with new animations and such! I've also added some icons that show when your playing with a keyboard to show any shortcuts that are available to open something instead of having to press the button…
- First Trailer Launched! - 4 January 2023
Hey there! Quick Update to say I've released the first trailer for The Idle Undead! Currently this trailer is based from the 0.0.13 version, So it doesn't include some newer features like Cards and such yet! I plan to make trailers every few versions (I make around 1 version / month) so the trailer is up to date with the latest features in the game! I'm also planning to do update videos where I describe the changes I've made every month alongside the update posts here!
- Plans for 2023 - 1 January 2023
Firstly, Happy new year! I started development on The Idle Undead near the end of 2021, So this month will mark a year and 2 months probably that i’ve been working on the game! Last year I had some trouble with getting the motivation to work on the game and combined with starting university I had not done as much development as I had hoped for that year, but the hope for 2023 is to put a lot more time into development! With that here are some of my plans for this year: Focus on the Art side of the game Although this point is very vague at what the “art side” means I’m going to be focussing less on adding new features and a lot more on the appearance of the game as well as aspects like accessibility and such You might have noticed in game screenshots and such but the zombie clicker game has a lack of zombies, this is because I wouldn’t exactly describe myself as an “artist” and my pixel…
- Monthly Update - December 2022 - 14 December 2022
Hey there! As you can see i've added 4 new survivors!! welll.... you can only SEE 3 but that's not the point... But i've finally decided to go back and add some new upgrades, and played the game for about 5 hours from a new save to see how the game works with the new survivors! It now takes about 2 hours to unlock everything i've added so far, and cause it's so easy to go back and add new content I can stretch that for much longer. From doing this i've learned a few things: - The first 20 minutes of the game is pretty slow, this is because you've only just started and the game doesn't pick up as fast as it should do. - After this the game is pretty fun for 2-3 hours, and you can see your progress and how the zombies are being defeated faster which is pretty satisfying! - After this it's a bit TOO easy, this will get harder if i add more content but i've noticed the game needs more input…
- Monthly Update - October 2022 - 18 October 2022
Hey there, This is a small update to announce that progress has been slow since the start of September and not much work has been put into the game during this time while I adjust to being at university. So for this post I'm going to say what I'm planning to add for the remainder of this month and the next month, as there will be no update for November and possibly December. The main goal at the moment is to fill the game with content, as the base features have mostly been implemented, this includes: Adding More Enemies & Upgrades Adding more content to the current map I'm currently planning to scrap the map system and keep 3-5 background maps that rotate to a new one every day. Currently I want to work on the existing one to add more content to it, as well as some animations, sounds and objects. Recreating Game Mechanics This includes going back and recreating some older code, and mech…
- Monthly Update - August 2022 - 22 August 2022
Hey there! It's the 2nd monthly update and a lot has changed this month! Firstly, The "Shop" has been reworked to allow you to filter and customize what upgrades you want to be displayed! As you can see the Upgrades now also have icons with them, And a filters button! Pressing the Filters button opens the above menu providing many options, for example: Hiding / Showing Different Categories Only Showing Upgrades you can currently afford! Being able to favorite upgrades, and filter to only show those You can also combine all of these options, to only show the exact upgrades you want and only the ones you can afford! There's now also the option to have multiple save slots, As I plan to have different features such as difficulty selection and custom modes, it makes sense to allow more than 1 save! Currently this goes up to 100 saves! For the next month of September I plan to do a lot, hopef…
- Monthly Update - July 2022 - 27 July 2022
Hello! This is the first of many monthly development updates where I will showcase all the changes I've made and have planned for the remainder of the month! Remade Enemy System This month I decided to take a look at the Enemy System and decided to revamp how this system works! Previously, Enemies would spawn in 3 slots, and once one of those enemies died a new one would instantly take it's place. Now, Enemies spawn in waves, there are still 3 slots enemies spawn but if one enemy dies another one won't take it's place until all the enemies have been killed. This would be considered clearing a wave. When the Player reaches wave 1000, a boss enemy will spawn that take over all 3 slots, once defeated the wave will go to Wave 1. Bosses though will be worked on next month. New Enemies & Upgrades Currently I have a small amount of upgrades and enemies in game, this is because the act of addin…