Updates on what we're building and why, straight from the development team.
I started writing user documentation, but who wants to read that? So I built an AI orchestration layer that not only answers your questions, but also builds game components for you. Auto-generated placeholder art lets you play test fast. MCP lets you lean on more powerful AI assistants.
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MultiBit started with an admin panel full of web forms. Now you can build your game while you play it. Same engine underneath, a much simpler and more visual experience on top, and a few bumps along the way.
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I disappeared for about six months, cause solo dev is hard! Scope crept, which led to overwhelm. Plus what I cut to get back on track, and what that freed me up to build.
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A real game built on MultiBit, taken apart mechanic by mechanic: a voiced cutscene with a real choice, an NPC who only appears once you're carrying the right quest, risk-based loot, a daily work-shift loop, and crafting your way to freedom.
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Explore how time progression models shape your game. From conditional real-time's dopamine hits to turn-based strategy's empowering pace, the time mechanic you choose defines how players experience your world.
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What if your story could become an adventure people experience, instead of something they just watch or read? Learn how to turn your knowledge, experience, or creative ideas into playable experiences that spark curiosity.
Read more →There's a gap in the game creation landscape, a space between simple narrative tools and complex game engines where interesting ideas get stuck. Here's why we think MultiBit can fill that gap...
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