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.
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.