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<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
  <title>Paper Node Games Devlog</title>
  <subtitle>The Paper Node Games devlog: progress, decisions and open questions from Not my Forest!, Tracked and the other games in the development folder.</subtitle>
  <link rel="self" type="application/atom+xml" href="https://www.papernodegames.com/devlog/feed.xml"/>
  <link rel="alternate" type="text/html" href="https://www.papernodegames.com/devlog/"/>
  <id>https://www.papernodegames.com/devlog/</id>
  <updated>2026-10-05T00:00:00Z</updated>
  <author><name>Timo · Paper Node Games</name></author>
  <entry>
    <title>How Not my Forest! is made</title>
    <link rel="alternate" type="text/html" href="https://www.papernodegames.com/devlog/notmyforest/how-it-is-made/"/>
    <id>https://www.papernodegames.com/devlog/notmyforest/how-it-is-made/</id>
    <published>2026-10-05T00:00:00Z</published>
    <updated>2026-10-05T00:00:00Z</updated>
    <category term="notmyforest" label="Not my Forest!"/>
    <summary>A developer who can't draw, a forest that grows in your browser, and the parts where AI helps. A first look behind the scenes.</summary>
    <content type="html">&lt;p&gt;&lt;img src=&quot;https://www.papernodegames.com/devlog/media/notmyforest/how-it-is-made/cover.4216edb2f2.webp&quot; alt=&quot;The Not my Forest! title above a big oak, a birch and a rowan, with bark beetles and a caterpillar on the forest floor&quot;&gt;&lt;/p&gt;
&lt;p&gt;Hi, I'm Timo. I develop games under the name Paper Node Games, and the one I'm working on right now is &lt;strong&gt;Not my Forest!&lt;/strong&gt;, a tower defense that runs in your browser.&lt;/p&gt;

&lt;p&gt;I've always loved playing tower defense games, and at some point I wanted to make one of my own. I spend a lot of time out in nature, so I liked the idea of a forest that looks after its own clearing. Of course I know animals matter to a forest. Still, as waves crossing a clearing, they felt exciting and right for a game. That's why they aren't villains in my game, they're visitors.&lt;/p&gt;

&lt;h2&gt;You are the tree&lt;/h2&gt;
&lt;p&gt;In most tower defense games you build towers. Here you are one. You start as a sprouting acorn in a clearing, aim and shoot yourself, and send deer, wild boars, bark beetles and squirrels back home. Nothing dies; they just turn around and run off. Between the waves you plant a forest around you: birch, rowan, spruce, willow, linden and a few more. Every time your tree grows, you choose one of three cards.&lt;/p&gt;

&lt;h2&gt;For a good cause&lt;/h2&gt;
&lt;p&gt;Not my Forest! is free to play. It earns money from purchases in the shop, like decorations for your own forest, and from a few ads. I donate at least 10% of that to PRIMAKLIMA e.V. for real trees. It is counted from what reaches me after VAT and fees, and once a quarter the amount goes out, rounded up to the cent. In the game, &quot;Our promise&quot; shows where the money goes, and every donation with its certificate. The first one comes after the first quarter with income.&lt;/p&gt;

&lt;h2&gt;A developer who can't draw&lt;/h2&gt;
&lt;p&gt;I'm a software developer. Designing and building systems and architectures is the part of making games I love. Drawing is the part I never could, and for a long time that's where my game ideas ended.&lt;/p&gt;
&lt;p&gt;So I'd rather say up front how Not my Forest! gets made. The &lt;strong&gt;artwork is generated with AI&lt;/strong&gt;. I describe what I need, from the way a bark beetle walks to the paper edge around every tree. Then I keep what fits and send the rest back. A lot of it never makes it into the game.&lt;/p&gt;
&lt;figure&gt;
&lt;div class=&quot;devlog-pair&quot;&gt;
&lt;img src=&quot;https://www.papernodegames.com/devlog/media/notmyforest/how-it-is-made/bridge-first.a559b044c5.webp&quot; alt=&quot;The first footbridge: colorful planks on short posts, drawn at an angle&quot; width=&quot;520&quot; height=&quot;520&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;
&lt;img src=&quot;https://www.papernodegames.com/devlog/media/notmyforest/how-it-is-made/bridge-now.c6ea0a2a99.webp&quot; alt=&quot;The footbridge in the game today: plain wooden planks, painted from straight above&quot; width=&quot;520&quot; height=&quot;520&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;
&lt;/div&gt;
&lt;figcaption&gt;The footbridge of the Brook Meadow. The first one looked more like a xylophone, had the usual AI slop mistakes and didn't fit a field you see from above, so it went back. On the right, the one in the game now.&lt;/figcaption&gt;
&lt;/figure&gt;
&lt;p&gt;On the &lt;strong&gt;code&lt;/strong&gt; side, AI is my partner, above all for debugging, research and writing tests. Every developer knows the moment: you search for your exact error, find a forum thread from years ago with the same problem, and the last reply says &quot;nevermind, solved it&quot;. At some point I'd had enough of that, so I use AI for research. AI also helps me with the English version of the game.&lt;/p&gt;
&lt;p&gt;What the game is, how it plays and how it should look is my call. After every round of changes I play it myself, on my computer and on my phone, and plenty of things get thrown out along the way.&lt;/p&gt;

&lt;h2&gt;Where you can play it&lt;/h2&gt;
&lt;p&gt;The game runs on a computer and on a phone, in English and German. There is the Forest Clearing with nine levels, the Forest Year through all four seasons, forests with their own rules, the Endless Forest and a Monthly Trial with a leaderboard. Right now it's in a closed test. Next comes an open beta that anyone can join for free, right in the browser. I'll announce it here first.&lt;/p&gt;

&lt;h2&gt;Why a devlog&lt;/h2&gt;
&lt;p&gt;I want to show how the game grows, including the parts that go wrong. And I'd like to hear what you think, especially about how it looks and feels. If something looks off to you, tell me. This is also just the beginning: more content, mechanics and events are meant to follow, but only if you enjoy the game. You'll find new posts here in the devlog and on &lt;a href=&quot;https://discord.gg/wg2NZBaWRR&quot;&gt;our Discord&lt;/a&gt;. If you use a feed reader, you can also subscribe to the devlog via RSS.&lt;/p&gt;
&lt;p&gt;Thanks for reading!&lt;br&gt;Timo&lt;/p&gt;</content>
  </entry>
  <entry>
    <title>How Tracked is made</title>
    <link rel="alternate" type="text/html" href="https://www.papernodegames.com/devlog/tracked/how-it-is-made/"/>
    <id>https://www.papernodegames.com/devlog/tracked/how-it-is-made/</id>
    <published>2026-10-05T00:00:00Z</published>
    <updated>2026-10-05T00:00:00Z</updated>
    <category term="tracked" label="Tracked"/>
    <summary>A strategic hacker heist game that takes place inside a fictional operating system. What Tracked is, how it's made, where AI helps and where it stands right now.</summary>
    <content type="html">&lt;p&gt;&lt;img src=&quot;https://www.papernodegames.com/devlog/media/tracked/how-it-is-made/cover.cc647d68cd.webp&quot; alt=&quot;Tracked key art: a figure in a long coat stands before a glowing world map with routes between relay nodes, the Tracked logo below&quot;&gt;&lt;/p&gt;
&lt;p&gt;Hi, I'm Timo. I develop games under the name Paper Node Games, and next to Not my Forest! I'm working on &lt;strong&gt;Tracked&lt;/strong&gt;, a strategic hacker-heist game played through a fictional operating system. It's coming to Steam for Windows.&lt;/p&gt;

&lt;p&gt;My biggest inspiration is Uplink, the hacking game Introversion Software released in 2001. I always loved playing it, and I still think the idea behind it is brilliant. Two things bothered me most, though: a lot of it got repetitive, and at some point the best route was simply the one with the most nodes. Which ones hardly mattered, as long as there were plenty.&lt;/p&gt;
&lt;p&gt;That's where the idea for Tracked came from: a game about a job, a plan and the question of whether you get out in time. The route should be a real decision, not a matter of counting nodes, and the jobs shouldn't all play the same.&lt;/p&gt;
&lt;p&gt;The demo trailer shows what that feels like. Everything in it is real gameplay from the current demo build.&lt;/p&gt;
&lt;figure class=&quot;devlog-wide&quot;&gt;
&lt;video controls preload=&quot;none&quot; playsinline width=&quot;1920&quot; height=&quot;1080&quot; poster=&quot;https://www.papernodegames.com/media/tracked/tracked-demo-trailer-v3-2026-10-02-poster-1920x1080.jpg&quot; aria-label=&quot;Tracked demo trailer&quot; aria-describedby=&quot;trailer-description&quot;&gt;
&lt;source src=&quot;https://www.papernodegames.com/media/tracked/tracked-demo-trailer-v3-2026-10-02-1920x1080.mp4&quot; type=&quot;video/mp4&quot;&gt;
&lt;/video&gt;
&lt;figcaption&gt;The demo trailer, 1:02, music only.&lt;/figcaption&gt;
&lt;/figure&gt;
&lt;details&gt;
&lt;summary&gt;Read the visual description&lt;/summary&gt;
&lt;p id=&quot;trailer-description&quot;&gt;Tracked Demo trailer, 62 seconds, music only. Real gameplay from the current Demo build: an archive job for Vireo. The job is accepted, a relay is probed, a route is planned and connected, the access tool is bound under an active Trace, the handover manifest is read in the terminal, the payroll export is transferred, the session is closed with Clean Exit, the payment arrives and The Wire reports on the job. On-screen lines: THE FILE IS YOURS. THE TRACE ISN'T DONE. PLAN THE ACCESS. RUN THE OPERATION. DISAPPEAR IN TIME. THE WORLD REMEMBERS. End card: Tracked Demo, Wishlist on Steam, a strategic hacker-heist.&lt;/p&gt;
&lt;/details&gt;

&lt;h2&gt;A job, a route, a Trace&lt;/h2&gt;
&lt;p&gt;In Tracked you work as an operator. A job arrives in your messages: sometimes an archive somebody wants, sometimes a file that needs to disappear. Before you connect, you read the briefing, gather what you know about the target and plan your route through relays around the world. More relays aren't automatically better: each one changes latency, Trace damping and how visible you are, and fast, quiet and safe rarely point to the same route.&lt;/p&gt;
&lt;figure class=&quot;devlog-wide&quot;&gt;
&lt;video autoplay muted loop playsinline controls width=&quot;1280&quot; height=&quot;720&quot; poster=&quot;https://www.papernodegames.com/devlog/media/tracked/how-it-is-made/route-poster.2843b5ed86.jpg&quot; aria-label=&quot;Gameplay: planning a route&quot;&gt;
&lt;source src=&quot;https://www.papernodegames.com/devlog/media/tracked/how-it-is-made/route.ee6a0ee9e8.webm&quot; type=&quot;video/webm&quot; media=&quot;(prefers-reduced-motion: no-preference)&quot;&gt;
&lt;source src=&quot;https://www.papernodegames.com/devlog/media/tracked/how-it-is-made/route.0278a7616f.mp4&quot; type=&quot;video/mp4&quot; media=&quot;(prefers-reduced-motion: no-preference)&quot;&gt;
&lt;/video&gt;
&lt;figcaption&gt;Relays are selected on the Relay OS network map, the route to the Vireo Archive System connects, and the path estimate shows latency, Trace damping and audit signature.&lt;/figcaption&gt;
&lt;/figure&gt;
&lt;p&gt;Once you're connected, the plan turns into a string of decisions. Access tools, transfers and Trace monitoring run at the same time and share the limited resources of your rig. And once an active Trace begins, the trail leads back to you step by step.&lt;/p&gt;
&lt;figure class=&quot;devlog-wide&quot;&gt;
&lt;img src=&quot;https://www.papernodegames.com/devlog/media/tracked/how-it-is-made/transfer.bc56a99f50.jpg&quot; alt=&quot;Terminal transferring a payroll archive while Monitor shows CPU, memory and network activity in Relay OS.&quot; width=&quot;1920&quot; height=&quot;1080&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;
&lt;figcaption&gt;An archive is on its way, and the Monitor shows what that asks of your rig.&lt;/figcaption&gt;
&lt;/figure&gt;
&lt;p&gt;Getting what you came for doesn't make you safe. You can disappear at once or spend precious time covering your tracks. A Clean Exit closes your session in a controlled way, but even that takes a few seconds.&lt;/p&gt;
&lt;figure class=&quot;devlog-wide&quot;&gt;
&lt;video autoplay muted loop playsinline controls width=&quot;1280&quot; height=&quot;720&quot; poster=&quot;https://www.papernodegames.com/devlog/media/tracked/how-it-is-made/clean-exit-poster.905c6c967e.jpg&quot; aria-label=&quot;Gameplay: Clean Exit&quot;&gt;
&lt;source src=&quot;https://www.papernodegames.com/devlog/media/tracked/how-it-is-made/clean-exit.f4ed015143.webm&quot; type=&quot;video/webm&quot; media=&quot;(prefers-reduced-motion: no-preference)&quot;&gt;
&lt;source src=&quot;https://www.papernodegames.com/devlog/media/tracked/how-it-is-made/clean-exit.ed0b483a8a.mp4&quot; type=&quot;video/mp4&quot; media=&quot;(prefers-reduced-motion: no-preference)&quot;&gt;
&lt;/video&gt;
&lt;figcaption&gt;Clean Exit counts down five seconds. Then the session closes, the process list shrinks and the route disappears from the map.&lt;/figcaption&gt;
&lt;/figure&gt;
&lt;p&gt;Then you deliver, get paid and can upgrade your rig. But what you do doesn't go unnoticed: sometimes The Wire, the news site in the game, reports on one of your jobs.&lt;/p&gt;
&lt;figure class=&quot;devlog-wide&quot;&gt;
&lt;img src=&quot;https://www.papernodegames.com/devlog/media/tracked/how-it-is-made/the-wire.52c62b8327.jpg&quot; alt=&quot;The Wire names Mara Vale in a Harbor routing inquiry, with the completed job visible in Messages behind the article.&quot; width=&quot;1920&quot; height=&quot;1080&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;
&lt;figcaption&gt;The Wire reports on an inquiry that has to do with a job.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h2&gt;The operating system is the game&lt;/h2&gt;
&lt;p&gt;Relay OS, the operating system of your rig, isn't a menu around the game. It's where the game happens: messages, the network map, the Terminal, the Monitor and your tools are windows you open, arrange side by side and close again. You can explore all of Relay OS with the mouse, or enter commands directly with the keyboard when working in the Terminal.&lt;/p&gt;
&lt;figure class=&quot;devlog-wide&quot;&gt;
&lt;video autoplay muted loop playsinline controls width=&quot;1280&quot; height=&quot;720&quot; poster=&quot;https://www.papernodegames.com/devlog/media/tracked/how-it-is-made/terminal-poster.9fcca5b286.jpg&quot; aria-label=&quot;Gameplay: commands in the Terminal&quot;&gt;
&lt;source src=&quot;https://www.papernodegames.com/devlog/media/tracked/how-it-is-made/terminal.5e9c57efeb.webm&quot; type=&quot;video/webm&quot; media=&quot;(prefers-reduced-motion: no-preference)&quot;&gt;
&lt;source src=&quot;https://www.papernodegames.com/devlog/media/tracked/how-it-is-made/terminal.1bff345896.mp4&quot; type=&quot;video/mp4&quot; media=&quot;(prefers-reduced-motion: no-preference)&quot;&gt;
&lt;/video&gt;
&lt;figcaption&gt;Commands are typed into the remote Terminal (cd exports, ls, cat manifest.txt). The output lists the archive's files and shows the handover manifest.&lt;/figcaption&gt;
&lt;/figure&gt;

&lt;h2&gt;A developer who can't draw&lt;/h2&gt;
&lt;p&gt;Paper Node Games is just me. I'm a software developer, and Tracked is a game about systems, which is exactly the part I love building most. The interface of Relay OS, with its windows, map and Terminal, is built in code, not painted. Every picture and video from the game in this post is a real capture from the game.&lt;/p&gt;
&lt;p&gt;Drawing is the part I never could, so I'd rather say up front where AI comes in. The &lt;strong&gt;artwork&lt;/strong&gt;, meaning the key art, illustrations, portraits, logos and the images in the in-game news, is made with generative AI, including the picture at the top. The same goes for the &lt;strong&gt;music and sound effects&lt;/strong&gt;. I choose, review and edit, and a lot of it goes back.&lt;/p&gt;
&lt;p&gt;On the &lt;strong&gt;code&lt;/strong&gt; side, AI is my partner, above all for debugging, research and writing tests. What Tracked is, how it plays and how it should look is my call, and after every round of changes I play it myself.&lt;/p&gt;
&lt;p&gt;No AI is at work inside the game itself: nothing is generated while you play, and Tracked does not connect to any AI service. Why I work with AI at all, I wrote about in &lt;a href=&quot;https://www.papernodegames.com/devlog/notmyforest/how-it-is-made/&quot;&gt;How Not my Forest! is made&lt;/a&gt;.&lt;/p&gt;

&lt;h2&gt;Where Tracked stands&lt;/h2&gt;
&lt;p&gt;Tracked already has a &lt;a href=&quot;https://store.steampowered.com/app/5174800/Tracked/?utm_source=papernodegames.com&amp;amp;utm_medium=website&amp;amp;utm_campaign=tracked_wishlist&amp;amp;utm_content=devlog_how_it_is_made&quot;&gt;page on Steam&lt;/a&gt;, where it's listed as Coming Soon. The Tracked Demo is coming to Steam Next Fest in February 2027, and the full release is planned for Q2 2027 on Windows.&lt;/p&gt;
&lt;p&gt;Even before Next Fest, I'm looking for people to test the demo: on Windows, about 30 to 45 minutes, with a free Steam key. You don't need to know any hacking games; first impressions from newcomers help me just as much. The number of keys is limited. If you're up for it, message me on &lt;a href=&quot;https://discord.gg/wg2NZBaWRR&quot;&gt;our Discord&lt;/a&gt; or at &lt;a href=&quot;mailto:hello@papernodegames.com&quot;&gt;hello@papernodegames.com&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;If Tracked sounds like your kind of game, add it to your wishlist. It helps a small studio like mine a lot, and Steam lets you know when the game comes out.&lt;/p&gt;

&lt;h2&gt;Why a devlog&lt;/h2&gt;
&lt;p&gt;I want to show how Tracked grows, including the parts that go wrong. The next posts will be about Relay OS and the road to the demo. And I'd like to hear what you think: what makes a good hacking game for you, and what bothered you in others? Tell me on &lt;a href=&quot;https://discord.gg/wg2NZBaWRR&quot;&gt;our Discord&lt;/a&gt; or at &lt;a href=&quot;mailto:hello@papernodegames.com&quot;&gt;hello@papernodegames.com&lt;/a&gt;. You'll find new posts here in the devlog and on Discord, and if you use a feed reader, you can also subscribe to the devlog via RSS.&lt;/p&gt;
&lt;p&gt;Thanks for reading!&lt;br&gt;Timo&lt;/p&gt;</content>
  </entry>
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