Blog

What we're working on, how it's going, and the occasional deep dive into why something took three times longer than it should have.

Recent Posts

Wheel of Misfortune Now Feels Like a Roguelike

Wheel of Misfortune | 25 September 2026

Back in May we brought Wheel of Misfortune to GamerFest in Dublin. It was, to put it kindly, not our crowd. The room was there for shooters, racing games, and Minecraft (so much Minecraft), and a word-puzzle game show set somewhere south of …

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Introducing Droprunner

Droprunner | 10 April 2026

The idea for this game started with Triple Triad–the card game buried inside Final Fantasy, back when that meant a PlayStation and a CRT television. The core mechanic always struck me as quietly brilliant: play a card, compare edges, …

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Pixel Art on the Train

Tosk | 3 April 2026

I am not an artist. I should get that out of the way up front. I’m a programmer who, through a series of events that seemed reasonable at the time, ended up being the person making all the pixel art for Tomb of the Snake King. On an …

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From Game Jam to the Snake King's Tomb

Tosk | 31 March 2026

Back in 2021, my kid Fintan–fifteen at the time–and I sat down for a weekend to enter our very first game jam. ZenoJam 3, theme: “It Never Ends.” We built Tomb of the Snake King in Unity, a roguelike-meets-snake game …

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Hello from Golden Grove Games

Studio | 30 March 2026

We finally have a real blog–not just an itch.io RSS mirror, but a proper home for updates across all our games and projects. For the last few years we’ve been building games as a family (and roping in friends along the way). …

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