Hey guys,
you may ask yourself something like “what is this Spiral Town and why does this side look so odd?”. Well the side and Spiral Town are two big projects I am working on. If you cann’t see any improvings here, I might be busy programming on my next game ( or it’s complicated minigame Puzzle Clash).
Spiral Town is supposed to be a game that will contain a good mixture of genres if find interesting together. A large explaination: It is a farming sim, while a war reigns. The world/continent has 2-3 fractions and are fighting each other with old devices from an anchient civilisation. You can see this as the direct answer to “war never changes”.
The game will look like Octopath Traveler but with a tile map. So you could build your farm where ever you want and as big as you want.
You might think that this game may look and sound like “yet another stardew valley clone” but hear me out!
Your mission in this game is to:
– clean up detroyed villages
– help people around the world (victims and armies)
– explore uncharted areas ( survival in the wilderness)
– build your own settlement in those areas and expand your own made guild
– create paths for trading supplies
– farm crops and transport them through your supply paths to create a supply chain
I also wanted to create the survival part as realistic as possible. For example: you can collect up to 60 real life mushrooms (and wild plants).
Small disclaimer: you should not use my final game to identify real life mushrooms but I thought it might be great to learn from a game that the death cap (Amanita phalloides) can kill you even in real life.
Anyway I started in august 2025 and These are my states right now:
– created a 2D player that can walk/run with a 6sprite walking cycle (no final design, only a template)
– created a 2D tilemap to draw my maps. current blocks are grass, dirt and stone, just only to seperate them
– started to create a minigame, called Puzzle Clash ( more in Puzzle Clash Devlogs)
Right now there is no much to show here. I just wanted to take care about performance before to create the first test map. But I have problems to handle Unity to despawn every block you cannot see. Here the first screenshot of my game:

There are 3 levels of blocks right now. you have to imagine that on the grey level there are some blocks under the brown blocks and some brown blocks under the green blocks. I want Unity to deactivate the sprites of every block you cannot see so we don’t have any performance issues later when my maps getting as big as 1000×1000 blocks wide and 3 blocks tall, that would be 3mio blocks on one map and you are only able to see about 1/3 of them… what a waste of ressources when the game (you lost it) would render each block.
So That’s my first Devlog about my game. I also are working on a minigame that will be in this game: Puzzle Clash. When you want to know about this game, check the Devlog from Puzzle Clash
See ya 🙂