Upstream Arcade
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upstreamarcade.com
Upstream Arcade
@upstreamarcade.com
We make games!
Hellboy: Web of Wyrd | West of Dead | Deadbeat Heroes

upstreamarcade.com

https://upstreamarcade.itch.io/

Steam Page
https://store.steampowered.com/curator/45773240

Find out more or come say hi!
linktr.ee/upstreamarcade
Here be some colour and remaining pieces of our core building blocks. Pop-popping blocks into exsistence is very satisfying, especially as they wobble and settle.

#gamedev #procgen #gameart #indiedev
October 9, 2025 at 4:22 PM
Tagging in on where Adam left off Paddy has started adding art to our real time mesh generator. Some snaggs here and there but a core set of pieces allow for some good feels

Build, build...DESTROY, DESTROY....!

#gamedev #procgen #gameart
October 7, 2025 at 4:00 PM
Announcing our first 'Gem' - Sky Skater! - a minimal, chillout hover skate game. Think Back to the future 2 meets Chopper from 2000A.D. (are we showing our age?)

Coming soon to itch! Add the title to your collection and be told when it's out! upstreamarcade.itch.io/sky-skater

#indiedev #indiegame
October 3, 2025 at 8:39 AM
We're excited to share an upcoming collection of *tiny* projects - Upstream Arcade GEMS. Each 'Gem' will feature a completely different idea that we've always wanted to try. It's fun to figure new things out, and even more fun to share them with you. Stay tuned!

#indiedev #gamedev #indiegames
October 2, 2025 at 5:13 PM
What's this little fella?? #gamedev #indiedev #prototype
September 25, 2025 at 8:54 AM
First things first - that little 'blobby' feeling when adding and removing pieces. #gamedev #procgen #gamecode #indiedev
September 24, 2025 at 4:24 PM
While Paddy is putting some visual love into Sky-Skater, Ad is starting on our second microgame. Let's get some simple real time mesh generation working... #gamedev #procgen #indiedev
September 24, 2025 at 8:27 AM
Paddy has been living his best life, and fulfilling his dream of making low-poly flying cars for our Sky-Skater minigame. #cyberpunk #gamedev #gameart
September 23, 2025 at 4:23 PM
Some good progress in the last day - transparent floor, visual effects and extra props are bringing it together! #gamedev #retrogame #indiegame
September 19, 2025 at 11:40 AM
Our hoverboard-ey toy is coming on nicely! We've an updated player character, colour palette and some (massively faked) animation. #gamedev #indiedev
September 17, 2025 at 4:24 PM
It's amazing what a difference some first pass art can make to a prototype. #gamedev #indiedev #gameart
September 15, 2025 at 4:15 PM
We've added speed management to our little skate prototype - if you time your boosts right you can go pretty fast!

#gamedev
#indiedev
September 11, 2025 at 4:30 PM
Here's the core functionality of the Grid Mesh Generation code. You can add and remove cubes and the mesh dynamically generates based on their relationship to one another. We're using a very simple set of meshes to test, but stay tuned for some more fun!
#gamedev
#procgen
#programming
September 9, 2025 at 4:23 PM
Here's our mesh generation working in all 3 dimensions! Lots of rotation and mirroring are used to keep the number of meshes required down (around 20 meshes). It's getting there!

#gamedev
September 6, 2025 at 2:37 PM
Here's a little more progress on the mesh generation. It's all a bit cleaner, and now tiles can be rotated so that we get more usage out of each tile - very helpful for art.

#gamedev
September 6, 2025 at 10:17 AM
Ad's been working away on some fun mesh/level generation code - here is some early progress with simple 2d meshes. Each square placed is visually represented by other tiles around it - it's called an 'Offset Grid'.

#gamedev
September 5, 2025 at 4:17 PM
Some mocked up visuals to go with Adam's gameplay prototyping.

Aiming for early 90s polygon arcade machine excitement with mixture of a few things going on here, brought together in Photoshop.

#gamedev #gameart #conceptart
August 22, 2025 at 1:33 PM
VFX in game. Here are a number of concepts by Fran exlporing how #vfx might look within the game world. We were quite taken with how distortion might show the player character bending or shaping time and reality around them.

#indiegame #gameart #conceptart #echobreaker
June 25, 2025 at 11:30 AM
VFX on KillBoost. A possible game mechanic: as you destroy an enemy an area of Echo boost is generated. The player can then pass through and gain extra speed. The images explore how VFX help the player understand the success of utilising that boost.

#indiegame #gameart #conceptart #vfx #echobreaker
June 24, 2025 at 11:32 AM
VFX in motion. Here are some images by Fran exploring how Echo #vfx can be applied to our playable character to accentuate their actions.

#indiegame #gameart #conceptart #echobreaker
June 23, 2025 at 11:30 AM
"VFX in the Environment. Here Fran has dropped the echo VFX on the sword swoosh into the game world. A chance to see how it reads in game and how it may affect the background distortion wise.

#indiegame #gameart #conceptart #vfx #echobreaker"
June 20, 2025 at 2:13 PM
VFX on weapons. A chance here to see what how VFX maybe used on our sword while in motion

#indiegame #gameart #conceptart #vfx #echobreaker
June 19, 2025 at 11:30 AM
VFX on weapons. Here are some lovely VFX try outs on weapons by our artist Fran - a chance to make our weapons look really unique

#indiegame #gameart #conceptart #vfx #echobreaker
June 18, 2025 at 11:30 AM
VFX work. We knew we wanted some in-game 'magic' that #echobreaker tech could harness to go faster, but to begin with we didn't quite know what it should be. Here are some very early explorations by Fran of what would become our Echos.

#indiegame #gameart #conceptart #vfx
June 17, 2025 at 11:30 AM
Turret Enemy. These are the only sketches that exist. Quick iteration on a scribble paper pad and then into Blender and Engine to work out scale, readability, animation and colour.

#echobreaker #gameart #indiegame
June 5, 2025 at 11:30 AM