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Reception devlog · Part 1 of 6

A game you could only watch

· BellHop Studios

Reception started as a game with no buttons. You watched a party wander a dungeon and that was it.

The idea

On 26 July 2026 we set out the concept: a gacha game built on turn-based RPGs. You collect heroes and send them out in parties of four, but you don't steer them. The party walks tile by tile toward an exit on a one-second tick. Each of the four directions starts at a 25% chance, then shifts with walls, water, enemies, treasure, and the leader's personality and sight.

The first build was held to just that simulation and a debug view: no menus, no gacha, no combat. It was called Dungeon Runners, and it took about an hour that morning:

There was no input at all. You watched the token roll, wander and finish when it stepped onto an exit.

The parts donor

Reception wasn't our first try at this idea. An earlier prototype ran from late April to early May 2026: a desktop vertical slice with menus, party setup, gear, two dungeons gated by Gear Score, and initiative combat. We didn't continue it, but we raided it. On 27 and 28 July its 20-hero roster, classes, skills, leader abilities, gear, turn structure and damage formulas moved into the new game. Its Gear Score gates and its four gear slots (head, hands, pants and feet) are still in Reception today.

Ten days, day by day

What we learned

Starting with a game you can't touch sounds backwards, but it forced the core to be interesting on its own. If a party wandering by itself wasn't fun to watch, no menu would save it. Everything since has been built on top of that walk.

More from the devlog

How Reception was built

The whole story in one read: eleven weeks, six bursts of work, about 300 changes and 70 cuts, from a dot wandering a grid to a live alpha.

70 things we cut

About 70 features were removed or replaced on the way to the alpha. What went, what replaced it, and why.