Designing the Core Loop of Kaiju Cleanup
What does hazardous bio-salvage actually look like when the battle is already over? Exploring the design challenges of carcass stabilization, containment, and cutting tools.
Engineering deep dives, systems design explorations, and transparent production notes documenting how our games come to life.
What does hazardous bio-salvage actually look like when the battle is already over? Exploring the design challenges of carcass stabilization, containment, and cutting tools.
Investigating zero-gravity momentum, tether tension, and the physics questions behind industrial deep-space recovery.
An honest look at building an independent studio from the ground up, why we focus on high-consequence work, and how we approach development.
Full text and technical breakdown of recent development entries.
In most giant monster fiction, the story ends the moment the beast crashes to the ground. For us, that moment is where the game begins. When a multi-thousand-ton organism falls into a populated coastal zone, the resulting disaster transforms into an urgent, high-stakes biohazard cleanup operation.
Our central design question for Kaiju Cleanup is simple: how do we turn hazardous biological demolition into a compelling, methodical gameplay loop? We are exploring mechanics where players cannot simply hack away at a model. Instead, the goal is to treat the carcass as a complex, volatile industrial worksite.
One design challenge we are investigating is how to communicate structural tension and fluid pressure before a breach happens. If a crew cuts through load-bearing bone plates without securing the surrounding tissue, the carcass could collapse or trigger a hazardous chemical release. We want tools to feel heavy, slow, and deliberate, rewarding careful planning over speed.
We are currently building our first isolated interaction prototypes to test cutting feel and hazard feedback. We look forward to sharing our findings as these early experiments develop.
Most space flight games give ships artificial drag so they handle like fighter planes in an atmosphere. In Deep Space Tow Truck, we want the player to feel the true, unforgiving nature of Newtonian physics in a vacuum.
The core fantasy is about weight and inertia. When an industrial tug attaches a magnetic cable to a dead 15,000-ton bulk freighter, the tug does not just haul it away easily. Every burst from your thrusters introduces tension into the line, and any misalignment can pull the tug into a dangerous spin or snap the tether completely.
Right now, our technical focus is on exploring how tether elasticity and rotational dampening should behave in early physics prototypes. If the simulation is too unforgiving, it becomes frustrating; if it is too simplified, the sense of immense mass is lost. Finding that balance between believable physics and satisfying tactile feedback is our primary goal.
We are exploring mathematical models for cable tension and multi-axis dampening, and we will share test breakdowns as our prototype comes together.
Summonwill Gaming began with a very specific creative premise: we make games about dangerous work in impossible places. We are drawn to unsung, hazardous jobs where physical consequence matters—not playing as the superhero or chosen one, but as the crew sent in to deal with the aftermath.
As an independent studio, we are building this company from the ground up while balancing full-time careers. We do not have large departments or venture-backed budgets, and we are not pretending to. Instead, we are focusing on small, disciplined vertical slices and building our foundational systems deliberately.
We use modern tools—including assistive AI for brainstorming, early visual exploration, and workflow iteration—to help an early-stage studio test ambitious ideas. But every creative direction, mechanical priority, and final design decision is human-derived, human-directed, and human-approved.
This development journal will be our transparent record of the journey: the prototypes that work, the experiments that fail, and the lessons we learn along the way.
Interested in our design questions or prototype breakdowns? Development logs are published as we explore new mechanics and reach project milestones.