What’s Coming
It’s been a while since I’ve pushed an update to Resonance — 44 days, to be exact. That time hasn’t been wasted, though. I’ve been working on two new single-player game modes that are core to both the demo and the main release.
Right now, I’m leaning toward releasing the demo without multiplayer support. I just don’t have enough opportunities to test Coop and Versus properly on my own. That said, the Versus mode isn’t gone — it’ll likely be held until Early Access.
My Goals for the Demo
Fully functional single-player game modes with minimal bugs
Leaderboard submissions that include rank and achievement tracking
Working Cooperative play
Most of this is within reach — especially the single-player and leaderboard features, since I’m still getting great feedback from those of you testing Minesweep. I really appreciate everyone who’s taken the time to message me about it.
Coop mode is also possible, but testing it solo is rough. If I can’t find a cleaner way to handle it, that feature might end up arriving shortly after the demo.
What I’m Working On
Ascension Mode:
A progressive mode where you start on an easy board and climb your way up one row and column at a time toward the “Impossible” board. I’m debating whether it should save your progress (so you can pick up where you left off) or be a one-shot endurance run. I’m leaning toward allowing save points with the option to restart fresh from the menu.
Endless Mode:
This one is still in the early design phase. It’s similar to Ascension but focuses on continuous play. The board expands dynamically as you clear cells — for example, clearing 20 cells might add new ones around the edges. It keeps going until you fail. I’m thinking about ways to make it feel truly endless without trapping players forever — maybe a timed challenge or escalating goal system to keep things moving.
Where I’ve Been
To be honest, I haven’t been fully focused on Resonance these past few weeks. I’m a web developer at heart, and I took some time to work on other projects for a bit.
The real reason I stepped back was burnout. I hit a developer’s version of writer’s block — staring at the game and code, knowing something was missing but not being able to figure out what. After months of solo work, even my friends and family were tired of hearing about the game. I needed to step away.
That break helped more than I expected. With a clear head, I can finally see what Resonance needs to become what I’ve always pictured. I’ve got a few visual updates and new game mode prototypes already in motion.
Expect new content in the playtest within the next few days — or the next week if things go sideways.
Thanks to everyone still following the project and checking in. You’ve made it easier to come back to this with fresh motivation.
