Some Assembly Games
Blog
Dev logs, design essays, player guides, and the occasional marketing post-mortem from the team making Stick Picker Simulator.
The Best Roguelikes With No Combat (2026)
Looking for a no-combat roguelike? Here are the best roguelikes with no fighting in 2026 — from poker and slot machines to a survival game where the only enemy is a dying fire.
- no-combat-roguelike
- roguelike-design
- best-of
- stick-picker-simulator
Signal Bus Architecture in Godot 4: How We Decoupled Fire, Player, and UI
A practical guide to the signal bus (event bus) pattern in Godot 4 — how a single autoload of signals let us decouple the fire, the player, and the UI in Stick Picker Simulator, and what the pattern actually costs.
- godot
- godot-signal-bus
- game-architecture
- gamedev
No Combat in a Roguelike: How We Made Cold and Dark the Only Enemies
Stick Picker Simulator is a no-combat roguelike — no swords, no monsters. The cold, the dark, and a dying fire turned out to be more oppressive than any enemy, and here is how the design holds together.
- no-combat-roguelike
- roguelike-design
- game-design
- stick-picker-simulator
Why Our Game Is Called Stick Picker Simulator (and Why That Was the Right Call)
Stick Picker Simulator sounds like a joke. That is sort of the point — and naming it that way turned out to be the best decision we made.
- indie-marketing
- game-naming
- stick-picker-simulator
- indie-dev