Devlog

How Chess Force Armada got built, and the games that happened alongside it. Newest first.

2026-08

Back to the lab

Macro / Meso / Sub Terra got picked up again alongside the Armada work — a results screen, a proper credits pass, and version numbering so a build can be told apart from the one before it.

2026-07 to 2026-08

Everything, all at once

The biggest stretch of the whole project. In two months:

  • Battlefield hazards — mines, warp portals
  • Couch co-op
  • Gamepad support
  • Built-in tutorial
  • Configurable starting armies — King-Only, Skirmish, Full Army
  • Localisation — 8 languages
  • 2D minimap, credits page, lighting overhaul
  • Seed-deterministic battlefields with a live preview

Then an Android build proven on real hardware, and Piece Designer polish — paint tools and a gizmo toolbar.

2026-06

Rock-solid multiplayer, and a new opponent

Network play settled into something we trust. And a new AI opponent joined the roster: Nova.

2026-02

Piece customization, first version

New piece models, board cursor, hover/selection effects.

2026-01

The toolkit becomes its own thing

The split-out libraries became properly published packages — the engine now stands on its own, independent of the game.

2025-09

Performance pass

Faster shaders, better materials, reworked selection highlighting.

2025-05

A second game: Macro / Meso / Sub Terra

Another GameDev.tv jam, another game — this one in Godot. A professor spills his coffee on the prototype, the quantum realm crashes into the human scale, and you have to walk a team of lab technicians out through it. Particles only turn lethal when somebody's looking at them.

Music by Barry Coffey. Playable in the browser on itch.io, there's a trailer on YouTube, and we're still adding to it.

2025-04

Visual overhaul

Asteroids, nebula skybox, explosions, trail effects, music — the sci-fi look starts here.

2025-03

Making network play solid

A full month spent on nothing but network reliability — every board, on every machine, staying in step.

2024-11 to 2024-12

AI experiments

Bred AI opponents against each other with a genetic algorithm.

2024-07

Movement rules fully tested

Full test coverage on piece movement rules.

2024-05

Engine split into separate libraries

Split networking, economy, and logging out into their own libraries.

2024-04 to 2024-06

Steam lobbies, and save/load lands

Steam lobbies and room joining came together. Save and load shipped too, compressed, so a battle in progress could be picked up again later.

2024-01

Godot client starts

Started the Godot rewrite. Two AI opponents added — Lilith is still in the game.

2023-12

A new home: Godot

Unity changed its pricing terms, so we went looking. Godot won — open source, and ours on our own terms.

2023-07

Steam integration begins

Integrated Steamworks — lobbies, avatars, invites, bans.

2023-06

Turn timer, HDRP upgrade

Added a turn timer. Upgraded to Unity's HDRP for lighting.

2023-05

Economy, 4-player, fog of war

Procedural maps, an economy system, 4-player multiplayer, fog of war — all in one month.

2023-04

Multiplayer works; renamed to Chess Force Armada

Multiplayer worked for the first time. Same day, renamed to Chess Force Armada.

2023-03

Multiplayer work begins

Started multiplayer support, backed by a separate WebSocket server and client library.

2023-01 to 2023-02

Standard chess notation

Taught the game to read and write standard chess notation, so a position could be written down, saved and set up again exactly.

2022-06

Prototyping the rules

Prototyped a "team swap" mechanic to see how it played. Sharp lesson, learned in a day, and the rules came out cleaner for it.

2022-05

Where it started: a two-day game jam

Built in two days flat for the GameDev.tv Game Jam 2022, in Unity. Still playable today, either on our Games page or over on itch.io, in the browser or as a Windows build.