This is where the engineering gets documented and the lore gets dissected. Our articles and devlogs pull back the curtain on how games and software are actually built at Teq Vault — pipeline decisions, design choices we stand by, and the ones we had to undo.
Topics range from test-driven development in match-3 combat systems, to writing antagonists that operate on pure logic, to prototyping text-driven interfaces for low-resource hardware. The goal is the same in every piece: explain the work in enough detail that another engineer or writer could argue with it.
Published pieces are free to read. A small number of drafts may still show as in progress. New transmissions appear as the studio ships milestones.
Engineering the Core: Why We Rely on Test-Driven Development
How we build bulletproof match-3 RPG mechanics for Quetiemals using strict TDD principles and continuous integration pipelines.
The Factions of Eyuforyia: Designing Non-Humanoid Characters
We removed the Master/Pet dynamic entirely. Discover why our Quetiemals fight for their own land with total autonomy — forcing players to see the world through a hero, not a trainer.
Building TeqXus & TeqDocs: How Game Dev Thinking Built Better Software
How the systems-thinking and rapid iteration of game development translated directly into building two live AI software products — and why the connection is stronger than it looks.
Writing the Villain You Can't Hate: The Tech-Biomes of Eyuforyia
They don't want to destroy Eyuforyia — they want to improve it. How we designed an invading force that operates on pure logic, making them more unsettling than any monster driven by malice.
Prototyping Text-Driven UIs for Embedded Hardware
Our findings on designing accessible, text-driven user interfaces for low-resource hardware environments — and what electrician intuition brings to software UI thinking.
Transmedia Architecture: Why We Write the Novel Before We Build the Game
A breakdown of the Teq Vault development pipeline — why literary foundations produce better game mechanics, deeper lore, and more coherent player experiences than any prototype-first approach.