2025 wrap-up
January 8, 2026

If you’re here, you already know what this is. Welcome and congratulations on finding your way through AI slop to this 100% human-created post!
Here we look both ways: into the past and into the future.
Let’s begin with what was planned for 2025:
Plan A
Fulfillment of the Submachine Card Game Kickstarter campaign.
This means sending out the game to all backers on Kickstarter. This will be the most crucial moment for me, as with any game release – you playing the game is the most interesting and yet unknown factor in the possible further development of this game. If it flops and you don’t like the game play – well, we’ll have a piece of Submachine merch on our shelves. If the game is good – we’re looking at at least one expansion and possible reprints with graphical redesigns. Hard to tell right now. Let’s reconvene next year and compare notes. As it stands now – we’re waiting for the factory to send us the finished product.
Notes compared. The fulfillment went rather smoothly in the spring of 2025 and then the game went straight into general sale in my shop. I still have some stock to sell, so the expansion and reprints are not happening right now. However, after revising cut content there is about 24 to 32 new cards that could potentially institute a game expansion. These cards would be new rooms with more alternate passages and new function cards to add more functionality to the game play. It’s on the side burner, just waiting for its time I guess.
Plan B
Daymare Town remaster release.
Well, duh. I’m finishing the last batch of original backgrounds as we speak and moving onto animations, puzzles and imagining expansion with new locations, new puzzles, new daymare folk, etc. Again, can’t say more, because spoilers. The additional stuff territory is not to be discussed before game release. I also won’t be sharing any release date yet, as I honestly have no idea. The game takes its shape, but how much expanded will it end up – I don’t know yet.
Yup. That happened. Game was expanded, enlarged, widened, beautified and released. I even managed to release a separate soundtrack for this game on Steam with the help of Alex Voytenko. Each new game – something new is learned. It was indeed wise of me to not set any release date a year ago, since the Submachine Card Game fulfillment jumped in unexpectedly and took a lot of time and energy to finish and send out to everybody. I thought I would release Daymare Town in the spring, but alas, it was released in autumn. That’s multiple-projects-at-once method of creativity right there for you. You can’t release a card game without postponing a Steam game.
Plan C
Revolutions 12: Panaceum.
Well, to be honest, I’m not so sure about this one. I want to draw this comic book, I really do, I just don’t know when exactly it will happen. It will be my return to the Revolutions comic book series. As the last entry was published back in 2018, it’s high time to revive this series. But it completely depends on how long finishing the Daymare Town remaster will take. Which, as I just said – is completely unpredictable at this point. Let’s just wait and see.
The state of this comic book at the end of the year is as follows: sketches complete, story complete, all storyboards complete, page layouts complete, new watercolor paper and ink bought and ready to go. All that’s left is actually drawing it, which is my main goal in January and February of this year. But that’s a story for another day. Things be moving, just off-screen for now.
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There are also things that happened outside of the yearly plan, two of them to be exact, not sure which one is more awesome for you guys.
Submachine the Engine.
Yeah, I know, after the release of Daymare Town I should’ve taken a break or something, but what can you do. If your brain is firing at 120% of its capacity, you can’t just turn it off with a snap of a finger, so I started developing my next game – Submachine the Engine. And, what’s more interesting, its level editor which I’m planning to release along the main game for you guys to create your own levels within the game. I’d say this is the most ambitious project, especially on the game coding side, but it’s looking good so far. Again, slow burn, nothing to rite home about just yet, but it exists. In its current form we have a rooms grid editor in which you can create, well, a grid of connected rooms. Next up – room editor, in which you’ll be able to set up the design of each room separately.
Submachine Comic Book.
At the tail end of the year I announced a new project that combines both games and comic books. I haven’t told you this sooner, but I got the initial idea for this book in the spring. Since then I was slowly, very slowly writing the story in my head. As you probably know, writing stories in my case takes a long time, for example, this Revolutions comic book that I’m drawing right now was first imagined back in 2010. Yes, 15 years ago. But do not worry, Submachine Comic Book will surely take less time to complete.
However, these two projects have really just begun, so let’s look ahead at 2026.

Plan A
Revolutions 12: Panaceum.
Right now I’m trying to get into the flow state of drawing and painting. Once I’m there, it will be smooth sailing until the end of February, at which point this book will be ready to be published this spring. Fingers crossed.
Plan B
Preparing a Kickstarter campaign for Submachine Comic Book.
Before attempting the creation of this book I have to know for sure how many of you want it really. This is why the Kickstarter enters the picture. Just as with the card game before, it will let me estimate the demand for it. Once the campaign is succesful I’ll know I’m not creating into the void and that somebody will buy and read this. Then the project will catch wind in its sails and take off. So stay tuned for any information from me about upcoming campaign. I plan on some sweet rewards for you guys, including original sketches and actual original pages from the book. Milestones will include more pages of the book. Right now it’s set to be a 46-page story, but I can expand it to 54 or 62 pages. I’m known for my ability to stretch story on more pages than initially expected. As for the timeline, let me think, late spring, early summer? Like, June?… Fingers crossed.
Plan C
Continuous development of Submachine the Engine.
Going back to the development side – this game will be in development in the background, slowly but surely becoming my most complex creation ever. All thanks to donations of Patreon, which is my main income source for game development. Hopefully I’ll be able to get back to the heights of my intellect to actually make this level editor thing a reality. Fingers crossed.
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So yes, this year is a bit Submachine-heavy, but I don’t think anyone will complain about this. :D
See you guys next year!

















