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Systems Design News

The latest Systems Design coverage curated for game developers.

Warlock's magic system was built on game-bending player choices

Warlock: Master of the Arcane turned player choice into the core of its magic system, letting spell design bend the rules of the game itself. That approach made every build …

News Game Developer · 1 month ago
TCG Card Shop Simulator’s Biggest 1.0 Feature: How to Dominate Tetramon Duel Master

TCG Card Shop Simulator is adding the feature players have wanted since Early Access: a fully playable Tetramon Duel Master mode. The 1.0 update lands September 15, 2026, bringing a …

Official XBox Wire · 1 month, 2 weeks ago
Pushing the limits in Simulating a City, One Page at a Time

Stone Librande's SimCity (2013) design process is being revisited through the lens of the one-page design paradigm. The focus is on how a large city-simulation was kept legible and actionable …

News Game Developer · 1 month, 3 weeks ago
How I Coded the Perks in my Roguelike

A roguelike with 100+ passive perks pushed the developer into a new architecture problem: how to make lots of effects stack cleanly without turning the codebase into a mess. The …

Video Game Maker's Toolkit · 3 months, 1 week ago
Resource management? Survival games are about time management.

Pacific Drive director Seth Rosen argues survival games live or die on time pressure, not just inventory math. His point is that the real tension comes from deciding what to …

News Game Developer · 3 months, 2 weeks ago
Stop Bad RNG | Build a Pity System

A practical Unity tutorial shows how to make loot feel fairer without killing randomness. It starts with a weighted drop table, then uses Monte Carlo simulation to expose how bad …

Video git-amend · 4 months, 2 weeks ago