Speedstream was my first self-published title back in 2020. At the time, a full Kickstarter campaign was out of reach due to budget and timeline constraints, so I released it as a Print & Play.
Looking back, I’ve often thought about how to improve the player experience. While the game’s “mathematics” seemed fine during development, I now find them a bit cumbersome. There’s simply too much mental math and too many modifiers to track. At the time, my work on the Hardwar wargame definitely biased me toward stacking modifiers!
I’m going to revise Speedstream! I’m developing an “Arcade” version designed to eliminate numerical clutter in favor of a faster, more streamlined gameplay loop.


