
State: Under development. Not yet published.
A semi-cozy roguelike with sandbox freedom in an open world — experience the meaning and evolution of life across generations of tiny green slime blobs.
BlobRL is a game I first conceived during my Seychelles vacation in the second half of July 2025. One morning I woke up with the idea for an infinite open world roguelike facilitating sandbox gameplay where you play sequential generations of tiny cute slime blobs that can freely explore the world in a semi-cozy fashion, uncovering many secrets, slowing evolving in capabilities and just offering some mysterious casual fun.
BlobRL is a first in many ways for me:
- Compared to my other games it is pretty graphical (still on a low key level but it has title screen video animations, graphical tiles, etc.)
- It is the first game using my own TBRLAPI (my personal framework underpinning all new developments after Grog) with a focus on the graphical side, e.g. no Curses foundation, no text foundation.
- It is a single infinite level game. At least “infinite in the sense that all 2D positions that can be described by 32 bit integer values are accessible”.
- It is a simple game… no complex inventory, no real items planned, etc.
- It wouldn’t exist without artificial intelligence. I’m no artist and I’m no musician and I couldn’t create this game without my cherished AI partners ChatGPT, Midjourney and Suno. They manifest my ideas about the looks of the main hero, they animated him for the title screen, they provided the initial 512×512 pixel visualization for the in-game sprite (which I then manually turned into a 64×64 sprite using Adobe Photoshop and manually added animations, blinking eyes, etc.) and they allowed me to find a musical expression for the whimsical title tune of the game. I know that AI is a matter of hot discourse – personally I believe that we can’t stop or prevent it from happening and we are best served using it as what it was supposed to be: A new tool and helper to raise our capabilities and means to a greater end. BlobRL is a test for that. Given enough interest I might even blog about this topic, knowing very well about its controversial nature.
I work on BlobRL whenever fancy strikes. Right now there is no timeline or even plan if and when it might be released. It’s just a fun pastime when I need some diversion from the rather complex work on Realms of Ancardia.
Here are some impressions from my prototype:
The animated title screen
Movement in the game so far
Code statistics
At the time of this writing (3rd of August 2025) the prototype consists of 23 C# files with a total of 1,379 lines of code (not counting whitespace and comments).