Hello, I'm Danny — the solo developer behind Signal Remnant.
July has been a significant month, as I restructured various parts of the game to focus on a more streamlined, modular development process. My main goal is to steer the project toward a stable and playable Minimum Viable Product (MVP).
Here's a breakdown of the key changes over the past month:

New Main Menu
Visual & UI Updates

New Regional Map
- Replaced the Main Menu background image with a new one and added visual effects to enhance the atmosphere.
- Implemented a new Modular Main Menu System to make future UI expansion easier and more maintainable.
- Removed the introductory cutscene, transitioning players directly to the Regional Map. The cutscene felt stiff, so I decided to gradually reveal the game’s lore through gameplay instead.
- Changed the Regional Map from a low-poly 3D model to a high-quality static texture for better visual clarity.
- Simplified the Regional Map HUD to be more compact and user-friendly.
- Changes the old radar HUD to minimap for better interaction with the control system.
Simplifying Core Systems
- Removed the turn-based system from the Regional Map. This scene now functions strictly as a level selection and progression interface, without additional strategic mechanics. The change is part of a broader effort to reduce feature creep and stay focused on the core experience.
- Switched the environment design of the core gameplay loop to a 2.5D visual style, offering a more distinct atmosphere while also reducing graphic load.
- Introduced several new modular systems into the main gameplay loop:
- NPC System
- HUD System
- Scalable Objective System
- RTS Input System
These modules are intended to speed up development and improve long-term maintainability.
Technical Note: Ongoing AI Responsiveness Issue
While integrating the modular NPC system, I’ve encountered some challenges related to AI responsiveness, particularly in how units interpret player commands and respond to environmental situations. At times, units still react sluggishly or inconsistently, especially during formation changes or in terrain with obstacles.
I’m currently refining the behavior logic and debugging the core interaction patterns to ensure the system performs reliably under various combat and navigation scenarios. This is an active work-in-progress and remains a key technical focus in the coming weeks.
Gameplay Direction
After several design tests, I decided to adopt the building and squad system from Kohan 2, along with camera and environment inspiration from They Are Billions. These approaches feel like a better match for the theme and mechanics I want to bring into Signal Remnant.
The next demo will focus on a single main map, which encapsulates the full gameplay loop. This step is aimed at achieving a stable and focused MVP.
I had previously stated publicly that I would include 2–3 maps in the early demo, but I’ve decided to scale this down to balance the workload between level design and core loop development. Trying to create multiple maps too early turned out to be more demanding than expected, especially for a solo developer — and I’d rather focus on building a strong foundation first.
Final Notes
July marked a key turning point in how I approach Signal Remnant. With a modular structure, optimized visuals, and refined gameplay scope, I’m aiming to deliver a tactical experience that’s both strategic and accessible.
Support
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