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Hello, Quantum World

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I’ve been making quantum games since 2014 and I’ve never had a proper place to write about it. I’ve written a couple of things over on the Quantum Frontiers blog, but it never felt like the right fit. I wanted a dedicated place where my collaborators and I could share our thoughts on quantum games. So here it is.

The short version

Quantum Native has four shipped games, an SDK that’s been quietly powering all of them, and a lot of hard-won opinions about making quantum mechanics feel good in a game. This blog is where that stuff goes.

What to expect

Mostly I want to write about the things I wish someone had written when I started this:

  • How quantum mechanics actually translates into game design decisions. What’s a fun mechanic vs. what’s just confusing.
  • How quantum state can be meaningfully conveyed to players (and what parts of the state should be conveyed).
  • Honest dev logs. The stuff that broke, the stuff that worked, the detours.
  • Nerding out on the science behind the games.

I’ll also post updates here when we ship things.

What we’re working on right now

Quantum Forge is the big one. It started as the internal engine for Quantum Chess and over ten years turned into something other developers could actually use. We’re opening it up. C++ core with Unity, Unreal, and web bindings. We want to build a community of quantum game developers and enthusiasts, to start exploring this new realm of game design and development together.

Quantris is getting competitive multiplayer. Ponq and Bloch Invaders are getting polish passes. Quantum Chess is undergoing a major overhaul. And there are a couple things in the works that are too early to talk about.

More soon.

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