Guts Glory Games started with a simple idea: make games with personality, build things that don’t feel like they came out of a committee, and have a little fun watching the code catch fire along the way.
That hasn’t changed.
What has changed is the order of operations.
Before the game, the foundation
We could build another game by writing every system directly into it. Character movement here, inventory over there, equipment welded into the combat code, and seventeen tiny assumptions that only make sense while the original developer is still awake.
We know how that story ends. Eventually, somebody touches one class and a completely unrelated menu bursts into flames.
Instead, we’re building the GGG Platform: focused Unity modules that can stand on their own and work together where it makes sense.
The idea isn’t to make one enormous framework that tells developers how to build their games. It’s to provide useful pieces that don’t demand you buy into the entire universe.
The first pieces are real
Our Inventory System and Equipment System have passed Unity Asset Store review. Both are designed as independent modules, with shared item concepts and their own runtime and UI responsibilities.
That modularity is intentional. Inventory shouldn’t have to know how your combat system works. Equipment shouldn’t require a specific camera perspective. Integration should connect systems without turning either one into a hostage.
We’re also working toward dedicated integration packages, followed by character movement and animation, combat, and eventually more specialized game templates.
You can explore the current tools in our Asset catalog and inspect the publicly documented interfaces in the API reference.
Yes, we’re still making games
The plan is to use these pieces to build a game in public. Not a demo scene pretending to be a game—a project with a real loop, real requirements, and all the awkward integration decisions that come with them.
That game should test the platform harder than any isolated sample ever could. If an abstraction is painful to use, we’d rather discover that ourselves than make it somebody else’s problem.
We’ve talked about recording the process as a video series, too. But we’d rather have the essential modules approved and enough episodes prepared before committing to a public release cadence. Waiting a month for a package review makes a terrible cliffhanger.
What happens to the old devlogs?
The experiments and prototypes that got us here aren’t being rewritten out of history. They’re part of the story, even when they no longer represent the current roadmap.
We’re making the site easier to navigate so developers can find the tools and technical references they need, while older project updates remain part of our development history.
The wasteland is still here. We’re just putting a better set of tools in the shed before we set it on fire again.
— Guts Glory Games
