Some Assembly Games

Blog

Dev logs, design essays, player guides, and the occasional marketing post-mortem from the team making Stick Picker Simulator.

Dev Blog5 min read

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
Read post
Dev Blog3 min read

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
Read post