0.3.3
Small hotfix to correctly enable the "Options" action for configuring chips when in puzzle edit mode.

Developer posts and news about this game.

Small hotfix to correctly enable the "Options" action for configuring chips when in puzzle edit mode.

First update in a long time! Still need to ramp back up into working on this semi-regularly again, so this one is bit small: Patch Notes: Started migration to SteamVR's newer input system Some minor bug fixes for game startup/init issues Partial index controller support - will fu

Patch Notes Hotfix for bug causing the game to not launch correctly for some new users.

Update 0.3.0 is live! I decided it would be better to let people start playing around with creating content and sharing it sooner rather than later, so this update has enabled Steam Workshop support for everybody. The editor and workshop are both pretty rough still, so there's ve

The Technician will be at PCConnects Seattle on May 13th and 14th; if you’re at the show then feel free to come say hi! I’ll presumably be in a booth somewhere, but beyond that you know about as much as I do.

As I mentioned in a previous post , this month's update is fairly light since I'm tangled up in a bunch of other life activity at the moment. However, I did manage to put together a couple of things to push out: Fixed a bug with Elevator Lock handles flipping out in some specific

0.2.5 just got pushed last week, but it's already time for 0.2.6! Since the goal of this update is to improve the overall control experience of selecting and grabbing objects, I decided to get it out as soon as possible so I could see how it does and iterate on it more in the nex

The v0.2.5 update is now live in the preview branch! Assuming all goes well, this update will make its way out to the public branch in a couple days. 0.2.5's major focus was smoothing some of the rough edges off the editor experience so that it could make it out to the rest of th

The Technician's Early Access release date is tomorrow ! I'm excited to see what people think of the game, and anxious to see how I can make it better. A few things I want to cover about the state of the game, what to expect, and where I'm planning to go from here: Price is $15 U

I missed my September post since I was a bit busy with PAX and working on getting some demos out to a small external audience, so let's go ahead and use October to cover what I wanted to talk about next: the technician's tools.Tools have been a key part of the game concept pretty

This is the second in a series of development updates that I'm going to be posting roughly monthly to keep everyone apprised on the game's progress, talk openly about how I'm trying to solve game design problems as a first time game designer, and hopefully elicit some feedback an

This is the first in a series of development updates that I'm going to be posting roughly monthly to keep everyone apprised on the game's progress, talk openly about how I'm trying to solve game design problems as a first time game designer, and hopefully elicit some feedback and

I quit my job over a year ago out of sheer boredom and decided to spend some time learning how to make video games instead of web services. It's been... interesting... so far, and now I get to announce this learning project of mine as an Actual Game! Not so "Actual" that you can