Hopfall #1 - My first ever devblog
My journey so far for my first commercial project called Hopfall

Hello everyone or my future me who sees this and gets some nostalgia feeling on how far the game has come.
I decided to make my first ever devblog to document my experiences developing my baby called Hopfall which is for those who dont know a game about taming and battling frogs. I've got this question why frogs in particular and the reason for that is that my first serious hobby project was a frog platformer game inspired by Jump King which I did no marketing at all. It turned out that a lot of people also like frogs.
I'll keep this blog as it is and refuse to use AI to improve my texting as I usually do. I want it to be as authentic as it can be so expect lots of grammatical errors and even typos because as writing this I see no spell checking used in my IDE.
In this blog I will mainly tell you why I choose the particular genre for my game and tell you some of my future plans. Let's start.
Why roguelite, taming and autobattler?
Taming
As a kid I really enjoyed playing Pokemon on Gameboy and later on DS. I realized that I really enjoy catching pokemons and seeing them grow as my own kids (I don't have kids but you get the point).
Roguelite
I see roguelites a great opportunity for solo devs to reach a lot of content with little work. I'm a solo developer and I just can't put that much time into tons of different levels and have a huge story. Roguelites are fun and mostly simple.
Autobattler
Especially todays newest generations don't have the attention span as the older generations has. I love watching 80s 90s movies and there are so many long scenes that add no plot and action whatsoever but I still love the peace behind that. They were way different to todays movies. You can't just make a 3 hour movie with a 5 min environment shot. What I love about autobattlers is that you can do multiple thinks at the same time. Watch a stream and play because it doesn't require your full attention as multiplayer pvp games do for instance.
I'm confident that there is a huge need for autobattling games but too little supply for that.
New Steam capsule

I felt like the steam capsule felt too realistic and gamers would misinterpret the game. I wanted the new one to have more of a indie pixel like feeling so it needed to be more cartoonish.

The new one is more dynamic and even has a wizard casting an ability which makes the scene more engaging. I made the font more "pixelated" to indicate that Hopfall is a game with pixel graphics.
Do you think the new capsule artwork is a better fit for the game?
Future plans
I'm currently working on a more polished/balanced version for a first playtest. And then plan to develop a demo for steam in the near future. Stay tuned for that!
I'm happy to announce that I will hold a talk in the Vienna Gamedev Metup #97 on 14. April 2026.
You can currently play the game as it is right now on https://classical-frog.itch.io/hopfall