Devlog 1 - Rust & Rage


Hey there!

I’m Aaron, the sole developer of Frame Forge Studio, and I’m thrilled to introduce you to Rust & Rage, my first public game release. This project has been a labor of love, born out of countless late nights tinkering in GameMaker and fueled by a passion for creating games that are fun, chaotic, and just a little bit weird.

Until now, my previous games were something I shared with my son (and occasional co-op partner-in-crime). But with Rust & Rage, I’m finally stepping out into the wild to share my work with all of you. I couldn’t be more excited—or nervous!

What’s New This Week?

Over the past few weeks, I’ve made some solid progress, and things are really starting to come together:

  • First Test Build Sent Out: I shared the first test build with a group of brave testers. Their feedback has been incredibly helpful, and I’m already working on fixes and improvements. (Thanks, testers—you rock!)
  • Lighting System: I implemented dynamic lighting for effects like muzzle flashes, flamethrowers, and bomb explosions. It’s a small touch that makes the combat feel way more alive.
  • GUI Update: Started working on GUI v0.2, aiming for something functional but also sleek and intuitive. It’s still in progress, but I’m getting there!
  • Sound Effects: Added a layer of audio goodness to the game. Everything from weapon fire to enemy grunts now has a satisfying sound. (Pro tip: flamethrowers sound awesome.)
  • Reloading Mechanic: Guns now need reloading, adding a layer of tension and strategy to combat. Don’t get caught with an empty clip!
  • New Bullet Types: Say hello to Lightning and Drill bullets, each with their own unique effects and playstyle twists.
  • New Enemies: Added a variety of enemies, including some creepy moths, a zombie alternative (because one can never have too many zombies), and a mutant beetle that spits fire.
  • Reworked Dialogue System: Overhauled how dialogue works in-game.

What’s Next?

The to-do list is still a mile long, but next on the horizon are more enemy types, refining the story mode, and making endless mode as brutal and fun as possible. I’m also working on giving each weapon even more personality—because half the fun is discovering something like a “Lightning Spitter 5000” and seeing what it does!

Closing Thoughts

I can’t wait for you to jump into the world of Rust & Rage and see what you think. Developing this game has been a wild ride, and I’m learning something new every day. Your support and feedback mean the world to me as I take these first steps into game development for the public.

Thanks for reading, and stay tuned for more updates! (Feel free to drop questions or comments below—I’d love to hear from you.)

Until next time, Aaron M, Frame Forge Studio LLC

Files

RustAndRage-24120801.zip

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Comments

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(+1)

Congratulations on opening up your itch.io page! These updates look exciting - keep up the good work!

Thank you!!