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∆V (Delta V)
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Devlog
DEVLOG #B8 — ∆V Music Loop #4 — False Reality Signal
July 15, 2026
by
Held
This loop does not really belong to the normal world of ∆V. The Easter Egg Theme is meant for a later hidden moment — something small and strange, as if the game briefly loaded the wrong reality...
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DEVLOG #B7 — ∆V Music Loop #3 — Symbiotic Signal
July 01, 2026
by
Held
The third music loop moves in a different direction. Not mechanical. Not clean. Not really human. The Alien Theme is supposed to feel more like a strange organism: soft, breathing, alive, but still sl...
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DEVLOG #B6 — ∆V Music Loop #2 — Machine Pressure
June 26, 2026
by
Held
The second music loop for ∆V belongs to the mechanical side of the game. Drones. Blasters. Missiles. Cold systems that do not wait until you are ready. The Mech Theme is harder, colder, and more tec...
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DEVLOG #B5 — ∆V Music Loop #1 — Default Signal
June 19, 2026
by
Held
I started making my own music loops for ∆V. The first one is the Default Theme — the sound of the normal ∆V world. Short, clear, retro, and hopefully calm enough to stay in the background even a...
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DEVLOG #B4 — The Beta Starts Talking Back
June 10, 2026
by
Held
The ∆V beta has been live for a little while now, and the project is slowly entering a different phase. For a long time, most of the work happened behind the scenes: systems, levels, menus, progress...
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∆V Web Beta is live — I’m looking for first testers
May 22, 2026
by
Held
∆V can now be played directly in the browser on itch.io. Until now, the beta was only available as a download. That was a problem: every extra step makes it harder for people to just try the game. S...
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DEVLOG #B3 — Destruction must stay readable
May 12, 2026
by
Held
For a long time, ∆V had no shooting at all. That was intentional. The game was built around movement first: energy, positioning, momentum, survival. Adding destruction into a system like that is sur...
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DEVLOG #B2 — Looking for the right testers
April 29, 2026
by
Held
1
∆V is now at the stage where more development is no longer the only thing that matters. What I need most right now is honest feedback from the right players. Not just random clicks. Not just numbers...
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DEVLOG #B1 - Capturing the Grid
April 22, 2026
by
Held
#Beta
Showing ∆V is harder than building some parts of it. That surprised me. The game is not really about spectacle. It lives in motion: momentum, precision, pressure, and the split second before collaps...
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∆V — The First Signal (Beta)
April 14, 2026
by
Held
The Grid is opening. After months of building systems, rules, and levels, the first public beta of ∆V is now live. This is not a content-complete release. It is a signal. A chance to test the founda...
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DEVLOG #12 — Why ∆V exists
April 07, 2026
by
Held
1
∆V exists because many games confuse punishment with challenge. The first public signal arrives soon. Failure should teach. Not waste time. Too often difficulty means repetition. Noise instead of cl...
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DEVLOG #11 — Architecture before content
March 31, 2026
by
Held
Most of ∆V was built before content existed. Systems first. Rules first. Levels last. This allows the game to grow without collapsing under its own complexity. Good architecture is invisible — unt...
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DEVLOG #10 — The Grid as a teacher
March 24, 2026
by
Held
The Grid is not an enemy. It is a system. It doesn’t react emotionally. It responds mechanically. When you fail, the Grid explains why — if you're willing to listen. Learning ∆V means learning i...
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DEVLOG #9 — Designing fair difficulty
March 17, 2026
by
Held
∆V aims to be difficult — but never unfair. Nothing kills you without warning. Nothing punishes you without explanation. Difficulty comes from interaction, not surprise. Levels challenge your deci...
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DEVLOG #8 — The map is your opponent
March 10, 2026
by
Held
In ∆V, the level is the main adversary. Not enemies. Not timers. Not randomness. Geometry. Flow. Energy routes. Every map is a problem to solve — with movement. If you fight the map, you lose. If...
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DEVLOG #7 — Aliens are systems, not enemies
March 03, 2026
by
Held
Aliens in ∆V don’t attack you directly. They drain. They block. They distort. They are environmental systems — not traditional enemies. Leeches punish hesitation. Spores control space. Bio nodes...
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DEVLOG #6 — Machines don’t hate you
February 24, 2026
by
Held
Mech enemies in ∆V are not emotional. They don’t chase you. They don’t adapt. They follow rules. Turrets fire on cooldown. Missiles lock before launching. Drones move on predictable paths. If yo...
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DEVLOG #5 — Designing Collapse
February 18, 2026
by
Held
∆V is not about repetition. It’s about understanding. There are no upgrades to unlock by grinding. No stats to inflate. No shortcuts. Progress comes from cleaner movement. Better energy management...
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DEVLOG #4 — Stats as echoes, not judgment
February 10, 2026
by
Held
Collapse in ∆V is not a punishment. It’s a designed moment. When energy runs out, the Grid doesn’t end your run abruptly. It confirms a collapse — and shows you why it happened. Every collapse...
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DEVLOG #3 — The Grid remembers your failures
February 03, 2026
by
Held
#stats, #menu, #die
∆V tracks progress differently. Not to punish. Not to rank. But to reflect. Every run leaves echoes. Energy peaks. Collapses. Perfect cycles. Stats in ∆V are not numbers to optimize — they’re...
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DEVLOG #2 — Death should teach, not punish
January 27, 2026
by
Held
In ∆V, death is not a failure state — it’s feedback. There are no lives to lose. No retries to spam. Every collapse is the result of a decision. Energy runs dry. Momentum breaks. The Grid respon...
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DEVLOG #1 — Energy is everything
January 22, 2026
by
Held
2
∆V is built around a single idea: energy is everything. Every action costs energy. Energy is life, resource, and score. There are no lives. No retries. Only momentum and decisions. Failure isn’t p...
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