Studio Current Project Lore Classes Dev Log Dev Blog

Independent Game Development Studio

WAZZAMOUSE

Small studio. Big worlds. One dev with way too many ideas.

Scroll

Building Games
One Dev at a Time

WazzaMouse LLC is a solo indie game development studio driven by a love of deep game systems, weird worlds, and the kind of games you lose whole weekends to.

Built on Godot 4, with a focus on crafting rich, interconnected mechanics — from farming and crafting to combat and base building — every project is a passion project from the ground up.

The goal? Make the game you always wished existed.

1 Developer
GD4 Engine
Feature ideas
1 Current Project
// Active Development

Wavertree
Mountain

A post-apocalyptic mini MMORPG where you play as an evolved lab mouse navigating a desolate world — rebuilding, crafting, exploring, and fighting to save your colony's way of life.

Featuring a rich top-down 3/4 perspective and a deep interconnected game loop spanning base building, farming, fishing, mining, combat, and more.

Core Features

  • Crafting
  • Farming
  • Base Building
  • Combat
  • Skill Tree
  • Fishing
  • Mining
  • Logging
  • Blacksmithing
  • Technology
  • Dungeon Instances
  • NPC Recruiting
System Info
Engine Godot 4
View 3/4 Top Down
Genre Mini MMORPG
Setting Post-Apocalyptic
Players Multiplayer
Factions 2 Playable
Wasteland Forest Beach Charred Forest City Ruins
WazzaMouse Colony Log
Year 1,000 PA

The World of
Wavertree Mountain

"The apocalypse had been brought about by the war between humans and robotic AI — leaving the earth desolate for a millennia..."

A colony of lab mice survived with the help of ancient computer AI, and over countless generations evolved a higher intelligence. Now their AI companions are threatened by failing power sources and decaying electrical systems.

The colony has sent you out into the broken world to find new resources, forge alliances, and build something worth saving. You are their best hope — a mouse with a mission and a world to explore.

Learn More

Choose Your
Class

Every mouse has a path. Character classes define your starting specialisation and permanent bonuses — though a determined mouse can learn from any discipline.

🌱Farmer

Greenhouse mechanics & plant mastery

🎣Angler

Trot line fishing & aquatic expertise

🐛Rancher

Bug raising & barn management

⚙️Engineer

Gadget crafting & research unlocks

⚔️Warrior

Advanced combat & enemy slaying

💊Doctor

Healing, buffs & portable triage

🍳Cook

Portable stove & recipe mastery

🔨Smith

Metalworking & smithy building

Development
Status

Wavertree Mountain is actively in development by a solo developer. Progress is steady and the vision is clear — a deep, replayable, multiplayer-ready world for mice and their friends.

Core gameplay systems, multiplayer, dungeons, and class specializations are all taking shape. A major artwork overhaul is currently underway — new character designs, enemy sprites, rigging, animations, scenery, icons, and shader enhancements are in production and expected to take at least 5 months to complete.

Follow the journey and stay tuned for updates, screenshots, and early access announcements.

Follow Development
Live Build Status
Core Systems85%
Burrow / Building75%
Combat70%
World / Biomes55%
Multiplayer65%
Content / Missions50%
Artwork & Animation10%

Dev Blog

A running log of development milestones, grouped by week. What you see here is what gets built — no roadmap promises, just commits.

🎨
Artwork Overhaul — In Production
A full visual refresh is currently in progress, estimated at a minimum of 5 months. This includes redesigned character sprites, enemy artwork, character rigging and animations, scenery and environment art, icon updates, and shader enhancements. Placeholder art is in use throughout the game in the meantime.
May 2 – May 7, 2026

Guilds, Banks, Knockout & Combat Depth

The biggest social and combat week yet. A full guild system landed with administration features. Players can now be knocked out, call for help, and respawn — complete with a dizzy star shader and a claw animation when no weapon is equipped. A buff/debuff system was implemented, including a stamina-based "tired" debuff and a stealth hide ability with a reveal counter-debuff. The Bank feature shipped with stack splitting. Anticheat coverage expanded for crafting and combat. On the infrastructure side, dedicated server RPC gaps were closed, dungeon loading fixed for dedicated servers, and session variable contamination was resolved. Map improvements included group player position indicators and enhancements across the board. The week closed with a title screen update bearing the Wavertree Mountain mark.

Guilds Bank Combat Knockout Buffs/Debuffs Server Map
Apr 27 – May 1, 2026

Visual Polish, Social Systems & Economy

A big visual week — water and grass shaders landed, player shadows added, and the fishing system got a proper upgrade with a bobber and tackle case. Four new playable character sprites were added (gerbil, lizard, rat, squirrel). On the social side, friend requests and a social menu went in, along with a dedicated group chat channel. The economy layer began taking shape with the Auction Manager and Mail Manager features both shipping.

Shaders Sprites Fishing Social Economy Chat
Apr 20 – 26, 2026

Groups, Specializations & Class Systems

The largest single week of systems work so far. Full multiplayer groups went live — XP splitting, loot round-robin, group map markers, and health sync all working. Specialization skill trees were implemented with XP generation per class, and each class got its starting skills and items (Angler, Engineer, Cook). The smithy, metal ores, triage tent, and ranching system were added, plus a reworked tool gameplay loop with HUD updates. Day/night now shows on the HUD.

Groups Skill Tree Classes Combat Crafting HUD
Apr 14 – 19, 2026

Dungeons, New NPCs & Map Discovery

The first full dungeon — Mossy Hollow — was implemented across six build phases. New mouse artwork shipped and was integrated into character creation. Three new NPCs were added: Gruff, Marta, and Yanna (who hands out potion missions). A POI database now drives map discovery, and a map icon was added to the game UI. A soft lock bug in the burrow placement mission was also squashed.

Dungeons Artwork NPCs Missions Map
Apr 1 – 13, 2026

Fishing Missions, Chester NPC & Bug Fixes

Fishing missions were added to the game, alongside a new mission for skill selection and updates to Chester's dialogue to guide players to the mission log. On the MP side, looted corpses now despawn client-side correctly. Burrow exit scene bugs and shop mission setup were also resolved.

Missions NPCs Fishing Multiplayer
Mar 23 – 30, 2026

Fishing System & Burrow Fixes

Core fishing functionality landed — rod, bait, and beetle meat were added as items. Burrow placement was fixed for loaded saves, the stone sword got its animation, and ingot rewards were balanced. A solid stabilization week after the previous large system pushes.

Fishing Items Burrow
Mar 15 – 22, 2026

World Staging, Tutorial & Multiplayer Auth

The Forest Start zone got its enemy and terrain placements finalized. Chester NPC and the tutorial mission chain were added, and players can now place their own burrow in the overworld. The multiplayer authentication system, character creation screens, and account/character name display above players all shipped this week. A debug overlay (F12) and map display were added for development tooling.

World Tutorial Multiplayer Burrow UI
Mar 8 – 14, 2026

Multiplayer Phases 1–5 & Enemy AI Fixes

Five phases of multiplayer work completed in one week. Switched to a dedicated headless server model. Enemy AI bugs were resolved across the board — lizard dashing, scorpion ranged attacks, spider patrol radius — and loot drops were fixed for single player, host, and dedicated server. Mission objective completion bugs and multiplayer client progression prevention were addressed, with fog of war split into its own save file.

Multiplayer Enemies Server Save/Load
Mar 1 – 7, 2026

Wasteland Biome, Burrow Gameplay & Save System

The wasteland biome was added with spawn and resource fixes. The NPC class and system were built from the ground up. Burrow dig gameplay went in — players can now actually dig out rooms. The crafting, storage, and mission systems got a wave of bug fixes and QoL updates, along with a world seed implementation for procedural resource clustering. The server/client save system was scaffolded this week.

World Burrow Save/Load NPCs Crafting
Feb 20 – 28, 2026

Tutorial, Story Sequence & Tool System

The tutorial area and mission chain were built, connecting progression through to burrow placement. The new game story sequence and title screen placeholder assets were created. Tool tiers and tool slots were implemented with a proper selection system. Autosaves were added, along with inventory and UI bug fixes.

Tutorial Story Tools Save/Load
Feb 8 – 19, 2026

Foundation — Combat, Burrow, Crafting & World

The foundational systems week. Melee and ranged combat were implemented alongside enemy AI. The burrow system launched — digging, wall placement, furniture, and stations. Building placement and persistence went in. The crafting system with recipes, the inventory system, skill tree initial work, and a sound manager were all built. Weather, day/night cycles, background music, and the first biome expansion were added. This week laid the core of everything that followed.

Combat Burrow Crafting Building World Core