Glen is a game where players team up against the world, not against each other. It is being built from the ground up, and on this page you can watch it grow – piece by piece, with screenshots and short videos straight from the game.
In your browser
Just open the link. The game is built to run smoothly even on modest graphics.
Together, not against each other
Players pull together and face the challenges of the world side by side.
The tavern is home
A place to meet, sit down by the fire and play a hand of poker.
Development diary
One entry every week, newest at the top. Once there are many, older weeks will be merged into months. For now we only show the tavern and everything around it – the outdoor world will come later, once it is ready to be shown.
Week 45 · 2–8 November 2026 · in progress
A great hall, our own editor and the game gets a name
The tavern has grown. The new great hall has a gallery with guest rooms, a long bar, candle chandeliers and more tables – room for many more players at once. We also made the game much faster. A whole character is now drawn in a single step, and the poker table needs 15 steps instead of 64. That keeps the tavern smooth even when it is full of people, and even on a weak laptop.
The tavern's new great hall.
To fine-tune characters and their movement precisely, we built our own editor. One part edits the frames of the walk cycle – hip and knee angles, and a check that the foot does not slide on the ground. The other shapes the character model point by point, symmetrically on both sides, and saves the change into the game with a single button.
Walk animation editor.Character model editor.
And the game got its name: Glen – a quiet valley where you go to unwind. Under the GART brand it has its own address, glen.gart.games, and this diary lives at gart.games.
Week 44 · 26 October – 1 November 2026
The tavern, poker and the first characters
The tavern was the first place to take real shape: a bar with beer taps and shelves full of bottles, a fireplace rising through both floors with a crackling fire, stairs up to the rooms – and in the middle an oval poker table for six players. At first it was just a table. Chips and cards lay on it, but nobody played.
The original tavern: fireplace, bar and a poker table on a red carpet.
Within a single day the table became a playable game. A dealer sends the cards across the table, other characters sit around it, coins move into the pot and you hold your cards in your hand. You play through your own eyes. We took great care with the pace – every move of the cards and coins is visible and nothing is rushed, so it feels like sitting at a real table.
The flop from the player's view. Cards in hand, chips in front of every player.
Every player chooses how they look – man or woman, skin colour, hair, beard and headwear – and everyone else sees them that way. Characters have real-world proportions and custom-made animations, nothing off the shelf.
The first look of the male and female characters.
Week 43 · 19–25 October 2026
Starting on paper
In the first days not a single line of the game was written. We wrote down what the game should be: how trading between players works, crafting, upgrading items or playing on a phone. Every decision has its own number and reason, so we can always come back to it. Right after that came graphics tests – how a character should look and what scale the world will have (one unit is one metre, doors are 2.3 metres tall and a character 1.8 metres).