
After I learned everything there is about the human bone, I decided it would be more fun to blow up digital worlds.
Here's my blog/website (with RSS!):
https://mokkograd.net/
Here's my email newsletter (should be a new edition of it soon):
https://buttondown.com/MOKKOGRAD
mastodon (very private account, a lot of complaining, I might reject your follow request, please don't take it personally):
https://mastodon.social/@MOKKA
Discord (I'm historically bad with instant messengers, but feel free to poke me nonetheless)
mokka6942
My itch page:
https://mokka.itch.io/
my Steam developer page:
https://store.steampowered.com/developer/mokkograd
gamedev twitter account:
https://twitter.com/mokkograd
gamedev blusky account:
https://bsky.app/profile/mokkograd.bsky.social
gamedev youtube account:
https://www.youtube.com/@MOKKOGRAD
It's been way over six years since I started working on what would eventually become Virtue's Heaven. The game went through many iterations, but throughout its cursed development there was one thing that stayed the same:
Movement should be expressive and exciting.
It was born out of a deep appreciation for maximalist mid-1990s action platformers and the frustrations I had with Metroidvania games and their insistence to lock cool movement abilities behind hours of needless progression.
I wanted a game, where you could explore a larger, connected space, without requiring players to collect several wardrobes full of movement upgrades in order to for the game to feel cool to play. And so, I created the most maximalist movement system I could think of.