CYBRVILLAIN .PLANGREEN / NORMAL

08.06.2026

cybrvillain:~$ cat ghostmind.plan
GhostMind

It's about 12:am Thursday morning.

Today is my Friday, which means week two at the new job is basically done. Hit this week's sales goal before Wednesday was over, so everything after that has just been extra. I'm not going to complain about getting paid to keep selling after the pressure's already off.

Salvage Run is sitting in a really good place. I'm still waiting on the last graphics from Hypnotitron, but the game itself is done. One megabyte. Exactly. Under the 1.44 MB limit with room to spare.

Will it win?

No clue.

I've never entered a game jam before, so I honestly don't know what to expect. I'm just happy I finished it. A year ago I couldn't have imagined writing a game like this in C.

Went to Buffalo Wild Wings tonight with VantaQueen and Pixel Mancer. First time eating there. It was good. I'd eat there again. Not Top 10, but definitely not a disappointment.

The funny thing is I barely thought about Salvage Run all day. My mind kept drifting back to GhostMind.

KhaoticRage and I have kicked this idea around off and on: a game AI that adapts to the player. If he talks to the Inn Keeper, he should get a different response than I do. No scripted responses pretending to be intelligence. The interaction changes depending on who's standing there. The world should react differently depending on who's playing it. A living, breathing world.

Because of that, GhostMind—not Terminal Ghost—has become more interesting.

The more I think about it, the more I realize GhostMind isn't really part of Terminal Ghost anymore. It's becoming something bigger. I don't want GhostMind to define one game. I want it to define Lonely Ranch Games.

When people think of id Software, they think Doom. Quake. Wolfenstein. When people think of Lonely Ranch Games, I want them thinking about GhostMind.