Fog on 1-bit island
A small fog test for GlagStone.
Trying to make the island feel colder and quieter while keeping everything readable in a strict black-and-white style.
A small fog test for GlagStone.
Trying to make the island feel colder and quieter while keeping everything readable in a strict black-and-white style.
This is GlagStone, a 1-bit city builder set on a cold isolated island.
I’m trying to make the lighthouse feel like the heart of the settlement — not just a visual landmark, but something tied to the island’s weather, night, safety, and mystery.
The game is still in development, but this is the mood I’m aiming for.
Hey, I’ve been working on this 1-bit animations for GlagStone and wanted to share it here.
I’d love some feedback on it
A process video for one of the character portraits in GlagStone.
I draw the portrait first, then convert and dither it into the game’s 1-bit style. The main challenge is keeping the expression readable after losing most of the soft detail.
Strict 2-color pixel art test: rain, snow, lightning, glitch, and blackout.
Trying to keep the atmosphere readable without using grey or antialiasing.
GlagStone is a city builder about rebuilding an isolated island settlement.
I wanted it to feel like an old Macintosh-era city builder: monochrome screen, tiny UI windows, dense menus, and strict black-and-white graphics.
Curious if this style feels readable enough for a base/city builder.
While making GlagStone, I kept coming back to late-80s Macintosh aesthetics: monochrome screens, tiny windows, dense menus, and early city builders.
I wanted the game to feel like building a whole island inside an old black-and-white computer, but with a darker story and modern city-building systems.
I’m still working on the gameplay and atmosphere, but this is the mood I’m trying to capture.