- Massive update for Trauma Pets! - 11 September 2026
My dearest friends, hello! A big phat update for Trauma Pets is on the way! Read all about it! NEW CONTENT -Added a special breed of Trauma Pets that can exclusively be caught at the Port. -Added a Training Area where you can test your Trauma Pet's skills without hurting its health. -Added an extra minigame in the Stadium. -Added an extra minigame in the Factory. GAMEPLAY CHANGES -Resurrected Trauma Pets will now re-appear in your inventory with full Stamina. -Reward multipliers have been slightly decreased. -Repurposed the way stats are assigned for Trauma Pets. -Fixed a bug where Trauma Pets would get more tired playing specific minigames. -Fixed a bug where the Ominous Temple would just... be a complete mess really. -Adjusted the prices for several items. -Adjusted the rules of several minigames. -Adjusted the physics of the Alternate Dimension minigames. -Addressed the very vaguely…
- Trauma Pets is HERE! - 15 June 2026
Hello to all, my friends! After around 9 months of hard work, i can proudly announce that Trauma Pets is finally out in the open, ready to be enjoyed by the masses! Batticuore. What was once nothing more than one of many european islands turned touristic attractions after their practical use faded over time, with plenty of history and untouched natural scenery... now has been rid of any life form by a mysterious curse. The only survivor? An eccentric fisherwoman that goes by the name of Martha Mahkklen. Not only that! The waters surrounding Batticuore have been repopulated by a new race of creatures, the Trauma Pets! Bloodthirsty animals that have seemingly no other desire than to cause chaos and destruction, which is hardly worth concern for us humans since they're tiny acquatic creatures. While scientists continue to research their bizarre biological makeup and behaviour, the common p…
- The last devlog before release! - 13 June 2026
Hello to all, my friends! Next monday (depending on the timezone) is the big day! Trauma Pets will become purcheasable on Steam and i'll be able to finally move on with my life... sort of, LOL.I haven't published an update for the game in a while so i guess you fine people are owed an explanation for how the development has been going since. Happy to say, things ran smoothly up to the very end, even if i've had a lot less free time over the last month... All of the major bugs have been fixed, the balancing of the economy and other various gameplay aspects is something i'm happy with, there's enough features to keep you occupied for a while and everything looks shiny and bright, cool! There's just one problem that's bothering me: i haven't been able to complete the one new minigame i brought up a while back. I have a general idea of what i want it to look like, but the programming and de…
- The weekly Trauma Pets Devlog #7! (sorry for skipping the 6th one) - 10 May 2026
Hello to all, my friends! It's week 7 of my gamedevving adventure, my birthday came and went just like it came and went all other years prior, and i'm eager to tell you about what i've been up to!For the first time since the earlier days of development, i've been focused on the game's writing above all else. After a brief testing session i said to myself "this island feels so empty" so i wrote and implemented randomly spawning NPCs using sprites from Trauma Football that will talk about what's going on inside Batticuore to make it clearer that you're not the only goober lurking around. Corrections of various kinds have been made to other parts as to make the narrative more consistent. Writing is fun.Nothing too big to report in other areas: minor bug fixes, rebalancings, aesthetic improvements... all bases have been touched, even if just barely. I think i wanna add one last activity, so…
- The weekly Trauma Pets Devlog #5! - 26 April 2026
Hello to all, my friends! This fifth week of reporting to you all what's been going down with Trauma Pets has been uh, quite an eventful one, both within the confines of the Unity inspector and my personal life, but we'll just talk about the stuff that's relevant. Remember the two mini-games i talked about implementing on my last devlog? Well, they're both now fully operational! Once i finally figured out what i want to do, they didn't take too much out of my free time, admittedly, to put together as i've created such an extensive groundwork for this kinda stuff already. Now the game feels a lot more like something worth charging money over, and given i have only 3 weeks before being able to submit a testable build to Steam, i'm feeling like a big weight has been taken off of my wide and chiseled chest. As for all the other stuff that kept me busy, most of my energies were spent fixing…
- The weekly Trauma Pets devlog #4 - 19 April 2026
Hello to all, my friends! Today marks the first full month i've been writing weekly devlogs for Trauma Pets, do i have something flashy and fun to show off in celebration? No LOL That's not to say i didn't get quite a lot of shit done, though. I implemented an important QoL feature to keep track of all your progress more efficiently as you do stuff on Batticuore Island, with the rest of my programming prowess being spent on lots of superfluous nothingness that will make the game feel a bit more alive than it was the previous week. Writing was also a priority. I corrected and re-edited some of the dialogue and flavour text to be consistent with the new direction i'm going with, on top of adding new stuff that was long overdue. Preparatives for a couple new minigames have been prepared. I won't feel fully satisfied with Trauma Pets until players will have at least two more means of aimles…
- The weekly Trauma Pets devlog! #3 - 12 April 2026
Hello to all, my friends! The third devlog on this thrilling weekly series should finally bring in some sizzle to the steak. I'm not sure if this turn of phrase is appropriate here or even worded correctly but i've always wanted to say it... anyway....The minigame i've talked to you about last week has been finished up and made fully functional. Like it's the case for all other minigames it'll be inevitably bound to receive new features or be rebalanced by the time of release, and i may already have a couple ideas on what to do.Speaking of, the biggest bulk of programming this week was dedicated in doing just that, reworking the other minigames. I don't get the same level of dopamine rush in my brain when i fix stuff instead of creating it, but many instrumental changes were made to the structure for many of them and i'm very happy with the result.To close off, a decent amount of writin…
- The weekly Trauma Pets devlog! #2 - 5 April 2026
Hello to all, my friends, and happy Easter! The second week of documenting my work on Trauma Pets has been all over the place, both in real life and within the programming side of things, but i'm happy to say that overall things turned out for the better.Mortal Kombat X has been taking over more of my free time than i anticipated; such a good game this is, belonging to a well respected brand that didn't irreversibly taint its reputation after 2 terrible sequels and a half baked overpriced collection... but hey, that doesn't mean i slacked on the job!I'm currently split between 2 very different tasks. The one i'm prioritizing the least (for now, of course) is polishing up as much as i humanly can every aspect of the game that is already fully functional, both aesthetically and gameplay-wise; meanwhile, the top priority is brainstorming and implementing a fairly complex minigame that beha…
- The weekly Trauma Pets devlog! #1 - 29 March 2026
Hello to all, my friends! What you're reading here is my very first weekly devlog. Every sunday i'm gonna write up a couple paragraphs about the state of Trauma Pets, and maybe the state of my own feelings too if that's relevant enough and a potential source of comedy. This one wasn't my most productive week, i'll have to admit. I was very busy editing a video that was posted the other day on my Youtube channel, and work was slightly more tiring than on my body and my soul than usual, but i still managed to get enough things done to consider myself satisfied. First thing first, i've added yet another layer of visual variety among the randomized Trauma Pets, creating new body parts for vertical, horizontal and back finns, plus a couple other minor technical improvements. I've also created a new type of room with all sorts of neat nonsense inside. It's not directly accessible in the main…