
Some news: Hayaku! has a devblog now. For real this time. We've been saying "next month we start the blog" for approximately three years, and the month finally arrived.
The first post tells the story of the biggest thing that happened to Hayaku since it exists: we rebuilt the whole game. Hayaku started as the personal Construct 3 project of our artist Ezequiel, made alone in his free time, and it grew until it had a whole island, a mecha with interchangeable parts, and an engine that couldn't hold it anymore. By the end of 2025 the situation was untenable and we took the decision every developer fears in public and dreams about in secret: porting everything to Unity. That was nine months and 1,700 commits ago. At least thirty of those commits are called "fix". One is called "fix fix". We don't talk about that one.
The hard part was not the code, it was the feel: making the new version move exactly like the game people played at events, which took rebuilding the movement system more times than I want to admit in a public post. But the game is back on its feet, it feels better than those demos, and it came back with new things: a fast travel network, new weapons including a drill that grapples to ceilings and lets you swing like an idiot, meaner enemies, and display filters that make the whole game look like a CRT or a Game Boy, because there is no producer here to stop us.
Wanna hear the whole story? Go read: https://pizia.com/blog/the-hayaku-devlog-announcement And if Hayaku sounds like your kind of thing, wishlisting it helps us more than any other single thing:
