Stop Killing Games 🎮, Unity Combat 👨‍💻, Physics 101 🧪

Jan 26, 2026

🎮 Industry Pulse & Player Power

Stop Killing Games Passes EU Threshold With 1.3M Verified Signatures

Ross Scott’s Stop Killing Games initiative has cleared a major EU hurdle, with nearly 1.3 million of 1.45 million signatures confirmed as valid. That easily surpasses the European Parliament’s 1 million–signature requirement across at least seven member states. Germany, France, and Poland led in raw numbers, while Finland stood out with around 1% of its entire population signing. With only ~10% of signatures rejected, SKG now sits among the EU’s best-performing citizens’ initiatives.

Grace Over Grind: The Indie Dev Behind a Half‑Million‑Dollar Hit

Indie dev Andy (Aarimous) breaks down how “A Game About Feeding a Black Hole” went from a small, scoped project to a surprise $500K hit on Steam in its first month. He reflects on earlier “failures,” therapy, and designing a no-fail, chill incremental game for players overwhelmed by life. Along the way he digs into scope control, killing features, working with a co-dev, and why long-term sustainability and self-grace matter more than grind. It’s a rare, brutally honest look at what a breakout success really feels like.

🛠️ Building Better Game Systems

Data-Driven Factories in Unity: Safe Combat Systems with ScriptableObjects

Using a Unity combat example, this tutorial explains why Abstract Factory and Generic Factory are not the same—and why confusing them leads to subtle design bugs. You’ll see how generic factories enforce categories but not relationships, while abstract factories guarantee coherent families of objects. The creator then moves those relationships into ScriptableObject configs, turning data into a design-safe abstract factory. The result is a data-driven, extensible combat system where themes can’t be accidentally mixed in code.

Game Physics 101: Sphere Collision Detection and Response Explained

Learn how to add believable particle collisions to your physics system using spheres as simple bounding volumes. The tutorial covers collision detection via squared-distance checks, then dives into physically based response using momentum conservation, kinetic energy, and the coefficient of restitution for elastic and inelastic impacts. You’ll discover how to project velocities onto a collision normal, solve the collision in 1D, and reconstruct full 3D motion. Implementation tips and a small interactive demo help you see and debug the results in action.

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