Dev diary

Day one: a room, a door and a man called Mick

How GUNS INC. started: a first-person camera, a door that opens, a phone, and the very first customer.

Every game starts with a grey box. Mine started on 18 September 2026 with a grey room, a first-person camera and a door that could be opened. By the evening there was a lot more: an inventory with slots, a merchant called Ray with a trade screen, a clock, a phone with messages and contacts, and a first customer who sent a text, waited at a meeting point and paid when the goods changed hands.

The idea behind GUNS INC. had been in my head for a while: a business sim you play with your own hands, in first person, where you start with almost nothing and build up a company you can actually walk through. Not a spreadsheet with a 3D background, but a place. You stand at the machine, you carry the box, you walk to the meeting point.

A grey test ground with a small house, stairs, ramps and blocks
18 September 2026, the very first build: a grey test ground with a little house, stairs and ramps to walk on.
Mick in a checked shirt in the grey test area, asking: You are the new guy, right?
The same evening: Mick, still standing in the grey void, asks if you are the new guy.
An open door with a lamp lit in the room behind it
One of the first things that worked: a door that opens, with a light behind it.

The very first character in the project was Mick. Back then he was a placeholder who said a few lines when you pressed E. He is still in the game today, with a much better wardrobe and a far more important job.

One rule went into the design document on the first day and has not moved since: the products, companies and people in the game are fictional. The materials are real ones you know from 3D printing and workshops, like PLA, carbon filament and metal, but production stays abstract: the products have made-up names and only abstract stats like quality, rarity and value. No real-world specs, no real recipes, no real manufacturing steps. It keeps the game a game, and honestly, it makes the design cleaner too.

Welcome to the dev diary. I will use it to tell the story of how the game grew, one step at a time.