null7studios // log: entry_001

Hello, world

Every developer's first program prints "Hello, world" — so it feels right that a studio's first devlog post does the same. Null7Studios is officially live.

The short version: after a long career in IT infrastructure, I'm finally building the thing I've always wanted to build. The game is called Silicon. It's a crew-based tactics game set in a near-future corporate dystopia — the kind of game where every squad member has a name, a history, and a very real chance of not making it home.

This is a solo project. Every line of code, every design decision, every pixel — that's me. One person, no team, no publisher. I'm not racing a deadline or chasing funding. I'm building a game I'd want to play, the way I want to build it.

Why "Silicon"?

The name has two layers. The world the game is set in runs on silicon — microchips, data centers, the infrastructure that keeps corporate power moving. The crews navigating that world are cold and calculated by necessity; you have to be. But silicon is also just matter. And the people in your crew are flesh. That tension is the whole game.

Why a devlog?

Because I spent decades working in a field where everything was documented — every change, every decision, every incident. That habit doesn't go away. And honestly, building a game in the open feels right. If you're going to make something for people to play, let them watch it get built.

The devlog will cover all of it: the Unity prototype work, the game design decisions, the mistakes I'm going to make, and eventually, the thing actually existing. There's no schedule. I'll post when there's something worth posting.

What's next

Right now: getting a basic Unity prototype running that proves the core loop works — move a crew around a grid, have them do a thing, have consequences follow. Once that exists, the game is real. Until then it's just a plan.

If you want to follow along, bookmark the devlog or reach out at hello@null7studios.com. I read everything.

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