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Jump Logs: Starting Out (#1) | April 2026

  • 7 days ago
  • 2 min read

This is the first entry in the development blog series for my indie game (and remake), Dimension Jumper, titled Jump Logs. After a year and a half of development, I’ve decided to commit to monthly updates leading up to the Steam page launch and beyond. The plan is to keep these going all the way to full release, with videos and trailers attached along the way.


These won’t be super long posts, just a quick look at what I worked on over the previous month, and what’s coming next. I’m hoping Dimension Jumper can resonate with fans of retro games. If you enjoyed Sorcery on the Amstrad, I’d love for this to be something you connect with. These logs are also a way to give a bit of insight into the development process behind the game.


For this first post though, rather than jumping straight into updates, I want to take a step back and explain what Dimension Jumper actually is and how I’m approaching its development.


So, what is Dimension Jumper?


Figure 1 - Dimension Jumper (Pre-Alpha v0.4) [Video Game]
Figure 1 - Dimension Jumper (Pre-Alpha v0.4) [Video Game]

Developed in Unity, Dimension Jumper (see figure 1) is an action-adventure, arcade game where you can play solo or with up to four players locally. Inspired by Sorcery, players travel between planets to locate and extract stranded Astronauts.


Each planet is made up of interconnected rooms where you’ll explore, fight enemies, defeat bosses, and complete mini-objectives, all while chasing a high score to brag about. Players have access to four core abilities, with each planet able to enable or disable them depending on its design.


The goal is to feature around 20 planets, each with varying difficulty, roughly 20-30 rooms, and a light narrative thread tying everything together.


Development Timeline


The first year of development was all about building the foundations. I focused on core systems like the player controller, local multiplayer, room transitions, enemies, and UI.


Year two, which began in January 2026, has been about expanding those systems and making everything work together at scale. That includes things like settings, a level select screen, and a lobby where players can join, along with restructuring parts of the UI to support this. The rest of this year will be focused on refining these systems and preparing for the Steam page launch.


The third (and hopefully final year) will be focused on content. With the systems built to scale, I can shift focus to creating new planets and developing the narrative. Around this time, I’d also like to bring in contractors to help elevate things like marketing materials and music, while continuing to playtest and polish the experience ahead of release.


In the next Jump Log, I’ll dive more into development, most likely covering how I set up the lobby for up to four players, and how I’m handling data across scenes.


Thanks for taking the time to read this and here’s to the next jump log!

 
 

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