Skip to content
Le studio

KapyGames has a site now

Everything I build was scattered across five platforms. Now there's one address. With pages that also say what's wrong.

Until yesterday, anyone who wanted to know what I make had to go hunting: a game on itch, an app on GitHub, screenshots on Instagram, assets that don’t exist anywhere yet. Basically five places, none of them telling the whole thing.

Now there’s one address, it’s the one you’re on. Welcome!

What’s on it

A page per product. LoothemUp, the shooter where you combine cannons and ammo and decide when to leave with the loot. Guild Tracker, the tool I built because reading raid stats in a spreadsheet was driving me mad. Kapyxel, voxel art made specifically for video games, not on sale yet. And GridZero, a prototype nobody asked me to show.

That last one deserves a note: we wanted to see how far we could go without a game engine. A Windows window, low-level rendering, a hand-drawn interface and no image in the project, not one file: everything on screen is computed, the asteroids are drawn from their own measurements. The visual is the data.

What it doesn’t do

No cookies, no trackers, no account, no newsletter, no banner to click before you come in. I count visits with a tool that puts nothing on your machine and doesn’t follow you from site to site. The fonts are hosted right here, so your browser asks nobody anything to display a page.

It’s less a stance than an obvious call: I have no idea what I’d do with that data.

The part that cost me most

Writing what’s wrong.

Every product page states its flaws, not in small print in a corner. LoothemUp is ugly and it’s on purpose. Guild Tracker isn’t signed, so Windows will shout at you on first launch. And its interface only exists in French (I say so at the top of the English version rather than after an 85 megabyte download). Kapyxel has no date. GridZero can stop there if the loop doesn’t make you want another run.

The opposite temptation never goes away: you write a page, you want it to sell, so you sand things down. But the first player who downloads sees everything you sanded off, at the worst possible moment. Better to say it up front, while it still reads as candour rather than a confession.

What’s next

This devlog: long texts will live here from now on, the other channels will derive from it rather than the other way round. Release notes will keep going out on itch and on Discord, shorter.

None of this is finished, neither is the site. If something’s off or missing, tell me, that’s exactly what I’m looking for.