Sapphire
@sapphirelabs.cloud
Sole proprietor of #SapphireLabs -- #indiedev studio behind PsyShiftX
https://sapphirelabs.cloud
Coming to Steam: https://store.steampowered.com/app/3717800
Programmer, game developer, trans rights activist, catboy
Married to @sakura.sapphirelabs.cloud
https://sapphirelabs.cloud
Coming to Steam: https://store.steampowered.com/app/3717800
Programmer, game developer, trans rights activist, catboy
Married to @sakura.sapphirelabs.cloud
Made it more visually distinct
November 10, 2025 at 6:15 PM
Made it more visually distinct
Shower slip and fall followup:
It's bruised, Jim.
It's bruised, Jim.
November 8, 2025 at 12:06 AM
Shower slip and fall followup:
It's bruised, Jim.
It's bruised, Jim.
Something similar to these assets
November 7, 2025 at 6:27 AM
Something similar to these assets
A look into my #gamedev bug backlog
I host my own #git instance via @gitea.com, and keep a rolling versioning of everything, so no source mistakes this time around.
#indiedev
I host my own #git instance via @gitea.com, and keep a rolling versioning of everything, so no source mistakes this time around.
#indiedev
November 2, 2025 at 11:45 PM
A look into my #gamedev bug backlog
I host my own #git instance via @gitea.com, and keep a rolling versioning of everything, so no source mistakes this time around.
#indiedev
I host my own #git instance via @gitea.com, and keep a rolling versioning of everything, so no source mistakes this time around.
#indiedev
Seems weird but alright. It's almost like "retard" means more than someone with a mental deficiency, especially in the engineering and physics field, you know, gamedev shit.
November 2, 2025 at 9:39 PM
Seems weird but alright. It's almost like "retard" means more than someone with a mental deficiency, especially in the engineering and physics field, you know, gamedev shit.
I'm giving away 10 keys for #PsyShiftX, for early alpha feedback and testing. To get a #key, simply DM me, or leave a comment and I will DM you the key. All keys are for #Steam, and do not require anything other than simply redeeming it in Steam.
youtu.be/7WYUUwddBR8
#gamedev #indiedev #giveaway
youtu.be/7WYUUwddBR8
#gamedev #indiedev #giveaway
October 29, 2025 at 2:29 AM
I'm giving away 10 keys for #PsyShiftX, for early alpha feedback and testing. To get a #key, simply DM me, or leave a comment and I will DM you the key. All keys are for #Steam, and do not require anything other than simply redeeming it in Steam.
youtu.be/7WYUUwddBR8
#gamedev #indiedev #giveaway
youtu.be/7WYUUwddBR8
#gamedev #indiedev #giveaway
October 29, 2025 at 2:03 AM
September 27, 2025 at 5:17 AM
My truck hydroplaned, rolled into a utility pole. Currently at the #hospital waiting for radiology to come back. Was completely stuck underwater by my seatbelt, had to break it then punch out the window to escape.
September 24, 2025 at 6:11 AM
My truck hydroplaned, rolled into a utility pole. Currently at the #hospital waiting for radiology to come back. Was completely stuck underwater by my seatbelt, had to break it then punch out the window to escape.
Another update to the dynamic mesh system I'm implementing. Fixed the performance loss, for some reason I was polling the vertices twice per loop?
I'm adding a slerp function to the movement, because players won't just want an inbetween shape anyways, and it'll look nice.
#gamedev #indiedev
I'm adding a slerp function to the movement, because players won't just want an inbetween shape anyways, and it'll look nice.
#gamedev #indiedev
September 20, 2025 at 1:40 PM
Update: Ran into an issue transforming at high speed, but I'm getting it resolved, here's a video of it morphing
The jitter will be addressed soon, right now I'm calculating around 220K verts per tick, but its only because I wrote lazy code to get a proper demo up and running.
The jitter will be addressed soon, right now I'm calculating around 220K verts per tick, but its only because I wrote lazy code to get a proper demo up and running.
September 19, 2025 at 10:12 PM
Update: Ran into an issue transforming at high speed, but I'm getting it resolved, here's a video of it morphing
The jitter will be addressed soon, right now I'm calculating around 220K verts per tick, but its only because I wrote lazy code to get a proper demo up and running.
The jitter will be addressed soon, right now I'm calculating around 220K verts per tick, but its only because I wrote lazy code to get a proper demo up and running.
September 18, 2025 at 1:09 AM
This will be our logo going forward
August 26, 2025 at 9:08 PM
This will be our logo going forward