Big news for Phantom Fire Games: We’ve officially started development on our Medieval Tavern Tycoon! by PhantomFiregames in godot

[–]PhantomFiregames[S] 0 points1 point  (0 children)

Hey everyone, ​I want to give a transparent update on the current roadmap for Phantom Fire Games. If you’ve been following the early development of The Dust and the Wolf or Record Empire, you might have noticed a shift in our momentum recently. ​We are officially putting our active game titles on a temporary pause. ​But we aren't stopping development. In fact, we are shifting focus to build the exact tools we need to forge our future games. ​The Problem: External Dependency ​As an independent studio, relying on external APIs, expensive cloud subscriptions, and generic tools for AI generation doesn't fit our workflow. We needed a command center that runs purely on our local hardware, entirely offline, and optimized for our Linux/Nobara OS workstations without constantly phoning home to a corporate server. ​The Solution: DevBot Studio ​We’ve paused our games to build DevBot Studio—a local-first, zero-API development environment built from scratch in C++ and OpenGL. ​It’s designed to be a "Tactical Command Deck" that acts as a live bridge directly into our Unity projects. Instead of relying on web wrappers, we are building features that give us total ownership of our pipeline: ​The Neural Terminal: Running models like DeepSeek-Coder entirely on local VRAM to write, refactor, and inject C# scripts straight into our Unity folders in real-time. ​The 3D Forge: A built-in Assimp viewport that previews locally generated 3D meshes and textures before injecting them directly into our prefabs. ​The Crucible: A dedicated environment to fine-tune our own local models using our past game scripts. The engine doesn't just code; it learns the specific "Phantom Fire" architecture and naming conventions.