Today marked a turning point in Stellar Throne’s development — I’ve officially reached what feels like an Alpha milestone. The core gameplay loop is playable, the systems are largely in place, and while many features are still rudimentary or placeholder, the structure of the game exists end-to-end.
I kicked off Phase 7: Polish the Polish and Phase 8: Audio & Advanced Visual Effects, but I’ve quickly realized that I’m bottlenecked by asset limitations — both sound and visuals. It’s probably time to bring on an Art Director to elevate the game’s look and feel with professional guidance.
The other big development? I’ve begun porting Stellar Throne to Godot. Claude estimated about a week of work, and I’ve already completed the foundational port, galaxy rendering, and core logic migration. Using Godot opens up several exciting possibilities:
WebGL support for playtesting on itch.io
A proper UI editor (rather than building interfaces through AI prompts)
Streamlined asset integration and animation pipelines
This is all made possible thanks to the accelerated development AI provides. What would normally take months has taken weeks — and I can feel the momentum building.