Wednesday, November 12, 2025

[Official Announcement] AO Games Has Evolved Into Mandatory Fun Games

 Today marks a major step forward for our studio.

What began as AO Games, a working title that helped us organize and experiment, has officially evolved into Mandatory Fun Studios.

As we move toward the next stage of development for Dooms Day Delivery Service and begin formalizing the studio’s structure, it’s important that our name reflects what this team truly stands for.
Mandatory Fun Studios is a parody of the “Mandatory Fun Days” we used to endure in the Army, those cheerful, forced-smile events that were somehow supposed to make us forget how miserable we were. It perfectly captures the tone we’re aiming for: dark humor, rebellion disguised as positivity, and the creative freedom to make games that say something real.

This change isn’t just cosmetic. It’s a sign that we’re moving forward.
The mission stays the same: to build strange, meaningful, and unapologetically satirical games that punch up at the systems that try to box us in.

Mandatory Fun Games: Because nothing says morale like forced participation.

Welcome to the next chapter.

Tuesday, November 4, 2025

Dev Update: Going into November

Hey everyone,

It’s officially November, and I wanted to take a moment to reflect on October and share where things are heading for Dooms Day Delivery Service and AO Games.

To be real, it’s been a mixed month; progress on the project has been great on some fronts and slower on others. Zayne has been absolutely killing it with systems work, building the foundation for our modular backpack system and getting the attachment logic and data structure fully functional. He’s been putting in serious effort to make sure the gameplay systems are solid before we move into the bigger visual pieces of the demo.

On my end, I’ve been diving into the main character model design. Progress has been a bit slower than planned thanks to Halloween chaos and some family stuff that needed my attention, but things are settling down now, and I’m ready to get back to full speed.

Right now, it’s mostly been Zayne and me holding down the fort while the rest of the team balances other commitments. Communication’s been tricky with some members, and we may be doing a bit of team restructuring soon to tighten things up. It’s all part of the process; the goal is to keep momentum and make sure every active member has a clear role and focus.

Even with the small team, we’re still making steady progress. Every new system we get working brings us one step closer to our playable demo, and that’s still our short-term goal. Once the demo is complete, we’ll start pushing for funding opportunities so we can move everyone into full-time positions and really scale AO Games into a functioning indie studio.

As always, I can’t thank everyone enough for following along. Your support and encouragement make all the difference, whether it’s sharing posts, spreading the word, or just checking in. This project means a lot to me, and seeing people believe in it keeps me pushing through the hard parts.


What’s Next

Heading into November, here’s what’s on the horizon:

  • Continue development and testing on the modular backpack system and inventory features
  • Push forward on the main character model and design
  • Begin early environment layout for the demo level
  • Restructure the active dev team and refine task flow in Confluence and Jira

It’s a slow grind sometimes, but that’s indie dev, brick by brick, we’re building something weird and special. More updates soon, and thank you again for sticking with us through every phase of this project.

Development Update: Systems Coming Online

The Doomsday Delivery Service OS is officially booting again. Over the past few work sessions, I’ve made solid progress on ...