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Working on my first 3D video game - Squirrelkind

Alexander Polev2 min read

Cover image for “Working on my first 3D video game - Squirrelkind”
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Squirrelkind is my first big Godot project, and I'm really excited about it! I'm making a 3D strategy game about a small group of squirrels trying to survive in an abandoned suburb.

The game and its story

After a nuclear winter, humans are gone. The squirrels have become smarter and learned to use the things people left behind. Old houses, sheds and roads are part of their world now.

You guide Pip, Hazel and Nibbles as they look for food, collect useful scraps and find shelter. The land is damaged, storms are dangerous, and the group has to work together to get through it.

Everything is seen from their scale. A parked car becomes a huge obstacle, and an ordinary house turns into a place full of routes, hiding spots and things worth collecting.

Early development screenshot of Pip, Hazel and Nibbles beside abandoned cars
early dev footage Pip, Hazel and Nibbles beside abandoned cars in First Storm.

The core idea

The idea is to survive while gradually making the world a better place to live. You gather resources, build shelter and use purifier mushrooms to clean contaminated ground. The goal is for your work to leave a visible difference in the landscape.

You control the squirrels directly and decide who does each job. You can pause to plan, but once time is running again, you need to watch the weather and get everyone back to safety before a storm.

That makes each trip out a small decision: collect a bit more, finish a job, or head home while there's still time.

Early development screenshot of the restored creek in Clearwater Crossing, with clean water and reeds and plants growing around cleaned drum dumps
early dev footage Creek restoration in Clearwater Crossing: clean water and plants returning along the bank.

Exploring the old human world

There are also puzzles and stealth sections. In Dead Air, the squirrels explore an abandoned house while avoiding a patrolling drone. Tables and furniture become cover, and finding a safe route matters as much as finding the right item.

The early scenarios include a backyard, an abandoned house, a polluted creek and underground tunnels.

Early development render of the completed owl repellent tower in Clearwater Crossing, with its antenna and an "OWLS GO AWAY!" sign
early dev footage The completed owl repellent tower in Clearwater Crossing.

Still in development

I'm building Squirrelkind in Godot with C#. These are early development captures, and the visuals, animation and gameplay still need work.

You can find more about the project at squirrelkind.com.

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