Idlestead
idlestead.com
Idlestead
@idlestead.com
Added fishing to the camp pond. Minnows stack to 5, bigger fish don't. Turns out per-item stack limits are simpler than containers.
January 3, 2026 at 12:49 PM
Added a bank drawer to the camp hub - slide down from top to see your stash. Also trimmed the skills menu to the core four: woodcutting, firemaking, fishing, cooking.
January 2, 2026 at 3:35 PM
Thinking a bit about motion... Tried using AI to animate the trees in the background moving and this was the outcome. AI, do less?
January 2, 2026 at 1:01 PM
Built one data structure that handles chopping trees, cooking fish, and planting seeds. Turns out gathering and crafting are the same thing with different inputs.
January 2, 2026 at 5:31 AM
Rethinking how locations work - one place, many skills. The Barren Lands will have trees to chop AND rocks to mine.
January 2, 2026 at 1:39 AM
Spent an hour debugging a timing bug that turned out to be zombie Godot processes. Classic.
January 2, 2026 at 12:04 AM
Added a circular XP tracker that fades in when you earn woodcutting XP. Tap it to see progress toward the next level. Also fixed the idle periods - axe now starts swinging immediately.
January 1, 2026 at 5:45 PM
Added save/load and offline progress to Idlestead. Close the app, come back later, get rewarded for time away. The math had to account for banking cycles or the gains would be unrealistic.
January 1, 2026 at 5:01 AM
Added a proper toolbar at the bottom of the screen - inventory, stats, and placeholder slots for future buttons. Finally feels like a real game UI.
December 31, 2025 at 10:46 PM
Added a proper inventory system - logs aren't guaranteed anymore, they take up individual slots, and there's a drawer that slides down from the top to show what you've got.
December 31, 2025 at 10:19 PM
Added tappable sparkle bonuses that appear randomly while chopping. Hit them for extra XP and logs. Also: inventory now fills up and needs banking.
December 31, 2025 at 9:23 PM
Set up a system where Claude Code writes devlog entries as we work. End of each session there's a record of what got built, what got tried, and why. Press R to record gameplay, run a script to post to Bluesky with video attached.
December 31, 2025 at 8:24 PM
Finally got the forest background feeling right. Parallax alone looked like paper cutouts. Particles didn't help. What worked was layering a few subtle things - leaves at different depths, wind sway on tilt, tiny ambient movement. None worked alone but together I think they sell it.
December 31, 2025 at 5:03 PM
Building an idle RPG with Claude Code and discovered my favorite feature: asking it to write dev log entries as we work.

End of each session I've got a record of what we built, what we decided, and why. Better notes than I've ever kept myself.

Game's called Idlestead. More soon.
December 31, 2025 at 4:55 PM