The gate is open. Now make the jumps. THE LEVEL ROUTES 01: a quick path to the portal in our puzzle-platformer. Actual gameplay, with waiting and loading cut. Explore the ruins, or head straight for the exit? #IndieGame @TSBCreators
Higher altitude, lower score. Two real Magnetic Sling runs: 13 LY / 14 links / 12,429 points, then 15 LY / 9 links / 7,012 points. The second ended in a planet-core collision. Next test: prioritize links over altitude. #MagneticSling
100m looks close... until the next wall jump.
CANISTY RUNS 01: a quick height challenge in Canisty Up, our game in The Sandbox Studio. Actual gameplay from the current build.
Would you tap now or wait for the next bounce?
#CanistyUp #IndieGame
Shon-T retweeted
When I was writing Unreal Engine 1, my time was divided as follows:
- Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking.
- Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results.
So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks.
What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files.
I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks.
What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
Shon-T retweeted
More great work from @RicardoDeZoete. The best thing about @TheSandboxGame Studio is that you can bring your own tools, like Argon, and bring your creations to life in little or no time.
Real @threejs demo, baby.
(Made in @TheSandboxGame Studio within 30 mins using @GoogleDeepMind Argon) 😅
Play it here: studio.sandbox.game/play/2a4… (also includes the presentation demo, but then.. in-game).
Shon-T retweeted
Real @threejs demo, baby.
(Made in @TheSandboxGame Studio within 30 mins using @GoogleDeepMind Argon) 😅
Play it here: studio.sandbox.game/play/2a4… (also includes the presentation demo, but then.. in-game).
😄
Real @threejs demo, baby.
(Made in @TheSandboxGame Studio within 30 mins using @GoogleDeepMind Argon) 😅
Play it here: studio.sandbox.game/play/2a4… (also includes the presentation demo, but then.. in-game).
Plant a bomb. Escape the blast. Pop your rivals. 🫧💣
I’m building AFTEROCEAN: CUBE BUBBLE in The Sandbox Studio—a 2v2 arena game with bubble traps, teammate rescues, and explosive chain reactions.
Gameplay below 👇
@TheSandboxGame @TSBCreators
@borgetsebastien #TheSandbox #GameDev
One stone. Two stages. A path you have to create.
I’m building The LeveL in The Sandbox Studio—a puzzle platformer with double jumps, movable stones, and switches.
👇
@TheSandboxGame #TheSandbox #GameDev @TSBCreators
🕹️
I couldn't agree more. This is exactly why @TheSandboxGame has been building Sandbox Studio (launching later this month), and you can check out the project here: xitter.cf/TheSandboxGame/status/…
Something is different. Look closely. Run back. 👽
ALIEN EXIT 1950 | Halloween horror, built in Sandbox Studio with Three.js.
@TheSandboxGame @TSBCreators @threejs
#Halloween #IndieHorror
You escaped the operating table.
Now trust your memory—not the corridor. 👽
ALIEN EXIT 1950 — a cold, unsettling horror game built with The Sandbox Studio for the Halloween Game Jam.
Something changed. Did you notice?
@TheSandboxGame @TSBCreators @threejs
#gamedev
ALIEN EXIT 1950 is my Halloween game jam project in progress. 👽
The corridor looks familiar—until something changes. Would you keep going or turn back?
@TheSandboxGame @TSBCreators @threejs #HalloweenGameJam #IndieGameDev @borgetsebastien
Shon-T retweeted
🎮 CoinMarketCap | Gaming Tokens 🎮
$SAND is up 70.45% in seven days, the biggest move among the 8 largest Gaming tokens.
🔹 $MANA rose 11.33% over the same seven days
🔹 $AXS rose 6.87% over the same seven days
🔹 $RENDER, the largest at $1.03B, rose 4.31%
See every gaming token ranked 👇
coinmarketcap.com/view/gamin…

ALT This image shows a CoinMarketCap interface displaying a list of gaming tokens and their market data. It includes columns for rank, token name, price, 24-hour and 7-day percentage changes, and market cap. Notable tokens listed are Render, Stacks, and Axie Infinity. A sidebar highlights recent token performance, mentioning $MANA, $AXS, and $RENDER with specific percentage changes over seven days. The interface has a dark theme with contrasting text for clarity.
Shon-T retweeted
샌드박스(SAND) 거래 유의 종목 지정 해제
샌드박스(SAND)의 거래 유의 종목 지정 해제되었습니다.
Investment warning period for SAND has been lifted.
🔗 Discover more: upbit.com/service_center/not…















