Void-OT Demo is Live

Excited to share that the demo of Void-OT is now available on itch.io! This early version lets you explore the core mechanics and get a feel for the ASCII world I’m building. Feedback and thoughts are very welcome as the project continues to evolve. Check it out and dive in: https://eraldos-lair.itch.io/void-ot

Devlog: Getting Close to the First Playable Demo

I’m finally getting close to my development milestone: releasing the first downloadable demo of the game. I decided to delay the release a bit to properly define the .VOT format, which now contains all game resources, including map scripts and spawn logic. It felt like one of those foundational things that, if done badly now, … Read more

Editor first

I took a short break from Void-OT after realizing that I needed a more solid and powerful editor than the one I had built so far.The old editor was constantly hitting the limits of a console application, with no real optimizations and too many workarounds.So I decided to move everything directly inside the Game Engine. … Read more

Void-OT keeps growing quietly.

Most of the work lately lives below the surface: refactoring systems, tightening the pipeline, making sure every pixel and every rule has a reason to exist. Alongside this, I am working on the game launcher, focusing on structure and flexibility rather than visuals, so it can evolve with the project instead of limiting it. It … Read more

Pipeline Refactoring, PIXEL Class, and Unicode Support

In the latest refactoring pass, I focused on simplifying and solidifying the rendering pipeline by introducing a dedicated PIXEL class. The goal was to make pixel handling explicit and predictable, instead of spreading low level color and attribute logic across multiple stages. The PIXEL abstraction now acts as the smallest atomic unit in the pipeline, … Read more

Devlog – Project Start

void-ot shootemup sample gameplay

Content: This is the first public devlog entry for Void-OT. Void-OT is an indie ASCII shoot’em up focused on clarity, fast action, and structured enemy patterns. The project is currently in an early but playable state, with the core gameplay loop already implemented. At this stage, development is focused on defining the fundamentals rather than … Read more