Iain Nelson
haafandhammar.bsky.social
Iain Nelson
@haafandhammar.bsky.social
Hobbyist gamedev making Reikning - Debt & Axes, a Norse-inspired tax collection and trading roguelite. Gather silver for the crown, outwit bandits, and plot rebellion in a world steeped in folklore and tough choices.
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⚖️ Reikning: Debt & Axes 🪓
A Norse-inspired tax collection and trading roguelite full of tough choices. Balance the scales as you collect tribute, outwit raiders, and trade goods on procedurally generated islands. Manage a tight inventory and the crown’s demands, as every decision tips the balance.
Been silent for a while, beavering away on Reikning so I've got lots to share. Latest addition are these relic items that each grant a magical boon...

#unity3d | #indiegame | #gamedev
October 6, 2025 at 4:15 PM
I was pretty burnt out after my 100 days of updates - but I'm back now after a wee break with an animated mead hall! Now I need a merchant to greet the player inside.

#unity3d | #indiegame | #gamedev | #screenshotsaturday
April 26, 2025 at 11:17 PM
This is the 100th daily post. I work on Reikning for an hour or two a day & I'd like to dedicate more of that time to developing the game again. So, I'll be scaling back to two posts a week. Thank you to everyone who supported & followed my posts so far.

#unity3d | #gamedev | #indiegame
April 11, 2025 at 10:09 PM
I was pleased with how this procedural material came together. It's a mask of rings + noise + height mask to blend a smooth glaze material with a rough clay one. That mask also works for the normals. The jug was inspired by Tating ware found in Birka.

#blender | #unity3d | #indiegame | #gamedev
April 10, 2025 at 11:14 PM
Every texture in Reikning is procedural because I enjoy the workflow in Blender. There's a wood texture on many props that uses a stretched magic texture for the grain as base colour and normal map, then there's a noisy edge mask I use for paint or wear.

#blender | #unity3d | #gamedev | #indiegame
April 9, 2025 at 10:38 PM
Continuing to iterate the mead hall design tonight. I reworked the floor to look less like a modern kitchen.

#blender | #unity3d | #indiegame | #gamedev
April 8, 2025 at 10:49 PM
Added a few more props and wrote some more of the merchant music tonight. It's taking a long time but I do enjoy these parts of the process.

#blender | #unity3d | #indiegame | #gamedev
April 7, 2025 at 11:44 PM
A bunch more iteration and revision and I'll be happy with the mead hall interior. I'm not yet though.

#blender | #unity3d | #indiegame | #gamedev
April 6, 2025 at 11:23 PM
Splitting time between composing and working on this mead hall interior. Since the music I'm working on is for the mead hall it feels like both tasks help inform the other.

#blender | #gamedev | #indiegame | #screenshotsaturday
April 5, 2025 at 11:55 PM
Version 2 of the mead hall block-out is looking better. Next I'll do a pass with props and details.
April 5, 2025 at 12:11 AM
Blocking out the mead hall interior tonight. It's where the player can trade items and recruit warriors to replenish their guard.

#unity3d | #gamedev | #indiegame | #blender
April 3, 2025 at 10:53 PM
Today's been mostly spreadsheets as I'm working on the set collection / engine building side of Reikning, to keep the boardgame feel.

#unity3d | #indiegame | #gamedev
April 2, 2025 at 11:18 PM
There, standing stones are now in the game. I visited tons of these as a kid so it feels good to include them...though in Reikning they demand a sacrifice.

#unity3d | #indiegame | #gamedev
April 1, 2025 at 11:33 PM
Still working on music but also added some decoration and an item slot to the standing stones.

#blender | #gamedev | #indiegame
April 1, 2025 at 12:01 AM
Another pass on the music based on some feedback. Also added standing stones which have been on my list for ages - but I now have a use for them, more on that later.

#unity3d | #gamedev | #indiegame | #gamemusic
March 31, 2025 at 12:24 AM
Taking another stab at some of the music. I find the walking-around-the-island music hardest to write as it has to be the most neutral. Let me know what you think.

#unity3d | #indiegame | #gamedev | #gamemusic
March 30, 2025 at 12:08 AM
It's almost 2 years since my first idea for Reikning so I looked back and found the oldest screenshot I have - from about a year ago. It's nice to look back and see how far things have come.

#unity3d | #gamedev | #indiegame
March 28, 2025 at 9:48 PM
Here's a first pass at animating the little props. I want it to seem like the player is checking under each of them, searching for tokens, as part of the tax assessment phase.
March 27, 2025 at 11:38 PM
The taxpayer's homes are now much more detailed, but the animations still aren't where I want them to be. I'll share them soon though.

#unity3d | #indiegame | #gamedev
March 27, 2025 at 12:54 AM
Not a lot of time to work on Reikning at the moment - but it's nice to see these taxpayer's homes beginning to flesh out.

#unity3d | #indiegame | #gamedev
March 26, 2025 at 12:46 AM
Just optimising meshes and baking textures tonight. I also took the opportunity to improve this roof that has been bothering me.

#blender | #indiegame | #gamedev
March 24, 2025 at 11:12 PM
Happy with these props now. Time to do a little search animation for the tax assessment.

#blender | #gamedev | #indiegame
March 24, 2025 at 12:01 AM
Added these little fellas to the taxpayer's home. Just because they're cute doesn't mean you avoid tax on them.

#screenshotsaturday | #indiegame | #gamedev
March 22, 2025 at 11:26 PM
Starting to flesh out the taxpayer residences with props - still going for a board game/child's toy farm vibe.

#blender | #indiegame | #gamedev
March 21, 2025 at 11:56 PM
It's taken days but finally the sea serpent Tyrren wakes - bringing Vetturóst, his furious winter storms which signal the player to leave the island before the sea becomes impassable. This is how most runs will end (unless you're forced to leave the island early).

#unity3d | #indiegame | #gamedev
March 20, 2025 at 5:15 PM