Devlog
- May 01, 2026 by datchannin#Godot, #Indie, #Roguelike, #Singleplayer, #Tactical, #Turn-basedHello everyone. With this post, I will begin covering the Gene Lab. The Gene Lab is one of the largest systems in Irsen, so I will split it across several devblogs. In this first part, I will cover th... Continue reading

- April 24, 2026 by datchannin#Godot, #Indie, #Roguelike, #Singleplayer, #Tactical, #Turn-based, #game-designHello everyone, In previous devblogs, I explained how the player becomes stronger - through genes, chains, and effects. But over time it became clear that increasing numbers alone is not enough. If sk... Continue reading

- April 17, 2026 by datchannin#Godot, #Indie, #Roguelike, #Singleplayer, #Tactical, #Turn-basedHello everyone, Today I continue talking about mutations and their different types in the game. In the previous devblog, I covered the overall corruption system and how mutations are acquired. As a re... Continue reading

- April 10, 2026 by datchannin#Godot, #Indie, #Roguelike, #Singleplayer, #Tactical, #Turn-basedHello everyone. In one of the previous devblogs, I briefly mentioned corruption. Today I want to take a closer look at this system. As a reminder, the player’s goal is to descend to the final floor... Continue reading

- April 02, 2026 by datchannin#Godot, #Indie, #Roguelike, #Singleplayer, #Tactical, #Turn-basedHello everyone. In previous devblogs, I already mentioned various combat effects in Irsen. Before moving on to a new system, I want to bring them together in one place and explain how they shape comba... Continue reading

- March 27, 2026 by datchannin#Godot, #Indie, #Roguelike, #Singleplayer, #Tactical, #Turn-basedHello everyone, In this devblog, I’d like to take a closer look at the enemies the player will encounter while descending into the cave system. In the standard scenario on Easy and Normal difficulty... Continue reading

- March 20, 2026 by datchannin#Godot, #Indie, #Roguelike, #Singleplayer, #Tactical, #Turn-basedHello everyone, In this devblog, I want to focus on how combat works in Irsen. Before a battle begins, the player sets up their skillbar to determine which abilities will be available. Enemies are loc... Continue reading

- March 13, 2026 by datchannin#Godot, #Indie, #Roguelike, #Singleplayer, #Tactical, #Turn-basedHello everyone, In the previous devblog I explained how skills are obtained and how their rank increases. As a reminder, a skill’s rank depends on the number of active genetic chains. Once a skill i... Continue reading

- March 06, 2026 by datchannin#Godot, #Indie, #Roguelike, #Singleplayer, #Tactical, #Turn-basedHello everyone, In the previous post, I described how the genetic system works in Irsen. As a reminder: arranging genes on the Gene Map results in a set of genetic chains. A chain always consists of t... Continue reading

- February 27, 2026 by datchannin#Godot, #Indie, #Roguelike, #Singleplayer, #Tactical, #Turn-basedHello everyone, In the previous post, I described the core idea of Irsen - the player takes the role of a boss fighting organized enemy parties. Today I want to talk about the genetic system. It is th... Continue reading

- February 20, 2026 by datchannin#irsen, #devlog, #roguelike, #indie, #turn-basedHello everyone, With this short post, I’d like to begin a series of devblogs about the game I’ve been working on for the past six months. I’m a solo developer. My main profession is in microelec... Continue reading

