• New Friends

    Hello everyone, and welcome to another devlog! We are buzzing to share the latest updates with you all! This month, we are going a little bit more in-depth about the character design process, sharing some news regarding the new trailer, talking a little about the progress on the playable demo, and introducing our two newest critters.

    New Characters, aka how John and Jean became Sven

    We were working on adding two new villagers from our list of characters, but things didn’t go exactly as planned… 

    One was John, a very fashion forward, glitzy and glamourous fashion designer, who needed a break from living in the big city. His profile and design alone went through a couple changes.

    John’s initial concept art
    John’s second concept art

    Then there was Jean. He would stand out through his extreme optimism and kindness that seemingly no one could take away from him. Even when faced with negativity or mean comments, he would spin them into something lovely.

    Jean’s early concept art

    In the end however, we decided that they would be merged into one character.. 

    Thus, Sven was born, an eccentric, but kind older gentleman, who supports Loddie and provides fashion advice in the form of character customization options.

    Sven

    Next in line was his brother Bill, who acts as a foil to Sven’s bubbly personality. He is more of the typical “grumpy old man”. A little cold and grey, but ultimately he cares about his home island and the people who live on it. He’s more of an acquired taste because we appreciate all kinds of characters, but he’ll surely grow on you over time…🙂

    Bill’s concept art with his brother, Sven, for comparison

    Now Sven and Bill share a role on the island and we’re curious to see if you could guess what that would be. As a hint I’ll say that it is important to have someone taking care of this for the safety of the people coming to the island and it can be quite the enlightening profession. 

    Leave a comment or hit us up on social media to tell us your guess!

    New Trailer Coming Soon

    It has been over seven months since we’ve originally announced CatchMaker with our first trailer and the game has come a very long way since then. We are super excited to share with you our progress in an upcoming trailer that features a lot of the new areas and art we have been working on, and also provides a deeper look into the gameplay. It could be dropping any moment, so stay tuned on our social media!

    Developing the Demo

    We promised a demo quite a while ago, and we are starting internal testing very soon. For the last couple months the storyline and quest system have received a lot of attention in parallel with implementing new gameplay and improving the existing systems.

    Every now and then, the islanders will ask Loddie for help and give her quests. Through their individual quest arcs, you’ll be able to develop a relationship with each villager and ultimately uncover some big secrets about… well, you’ll have to see!

    New Critters Join the Cast

    Lastly, we are excited to talk about the two newest critters that are joining the island.

    First are Momths. They are particularly plushy moth-like bugs with a strong maternal instinct. They can sometimes be found guarding sheep which they consider their kin.

    As for the second addition, we are really happy with how they turned out, but you’ll have to play the game to meet them. They are our cutest critters yet, in my opinion.  What do you think they are like based on the silhouettes?

    We hope you guys like the new additions as much as we do. As always, let us know what you guys think! The easiest way to reach us is directly through our social media where we post regular updates.


    ©Grand Duck Games 2026. All rights reserved.

  • New Forest, Who Dis?

    Hello everyone, this month we’ve been working on a couple more mechanical reworks, an additional biome, and added a feature requested by the community. So let’s get right into it!

    Red Bug, Green Bug

    Since catching bugs makes up a big part of the gameplay we wanted to make the mechanic a bit more engaging. So we implemented a “red light, green light” system.

    When approaching a bug, an eye icon will appear showing the bug’s attention. When it is closed, the bug is distracted and you can approach it. When it is open however, it is on the lookout for any suspicious movement (like a woman with a big net approaching it). So you need to hold still until the eye icon closes again. There is a 3 strike system so the bug will not immediately disappear, but run around too much and the critters will flee!

    Sprucing Things Up

    If you’ve seen last month’s entry, you know we added a Birch Forest to the map. We have pretty much completed that part of the map and started work on the Spruce Forest biome.

    The Spruce Forest offers shade and fresh air cooled by the nearby waterfall.

    And it is also the home of our newest addition to the island, Lindsay the lumberjill. She can appear a bit aloof at first but cares a great deal about the forest and its inhabitants.

    Same Bugs New Names

    During some showcases, fans were asking if it was possible to rename bugs after you catch them. We hadn’t initially planned for this, but after popular demand, it is now possible! So you can make your very own buggy romance stories come true.

    It’s always great to hear from you guys. We can’t wait to get an early version of the game in your hands. It is taking a bit longer than expected but we want to make sure you guys get a good first hand impression. 

    Make sure to follow us on our socials for regular updates ❤️


    ©Grand Duck Games 2026. All rights reserved.

  • The Dating Bar (not the kind with drinks)

    Hello, future entomologists! It’s time for another quick update on CatchMaker. Aside from trying to get some funding, we have been rethinking the way we approach dating, so let’s get right into it!

    Dating Reworked

    We felt the date UI wasn’t giving the player sufficient information. While you could gain a general sense of how the date was going, it was hard to understand why it was going that way and what impacted the process. This made it hard to predict whether the outcome would be failure, an OK match, or a perfect couple!

    So, we decided to rework how dates work and also how we represented its progress during the actual date itself.

    Each bug has attributes they LOVE, others that they HATE, and a bunch that they are INDIFFERENT about. During a date, they will make comments about the traits of the OTHER bug, e.g., “I love your colorful body.” or “I hate that you have a hard shell.”, etc.
    Depending on their PERSEVERANCE bugs will be able to take a certain number of negative comments before their heart is broken. You can think of this as how many “lives” they have. This is now clearly shown in the UI in the size and color of their heart: the larger and warmer it is, the more the bug perseveres. Every negative comment they receive shrinks it a little bit more, and if it pops completely, and the date fails.

    The other part is EAGERNESS, which determines how excited they are to find a partner in general. The “love bar” starts at the two sides of the screen, next to each bug, and positive comments push the hearts closer together towards the center where they meet and meld into one. This is the best possible outcome, a perfect match!

    The UI now also represents this by a number of “checkpoints” the hearts need to go through before meeting in the middle. One positive comment fills the bar to the next checkpoint.

    Now, there is a lot more going under the hood that will make every date an exciting and rewarding event, but we’re hoping that these changes will give you a clear understanding of what’s going on and put control into your hands. After all, you ARE matchmaking love doctors!

    Dating Reworked

    Work on the second Biome has started. It will be a Birch Forest with a more autumnal vibe. As you progress the story you will gain access to it and the bugs that live here will need your help too.

    It features some abandoned man-made structures that have been reclaimed by nature and represents a wilder area than the ones we’ve shown so far. This biome, complete with a disused mine, was inspired by a region in our home country of Luxembourg called Minett or Land of the Red Rocks.

    We’re also adding some crows to the game in this area. “The early bug avoids the bird.”

    That’s it for now! Thank you for checking out this month’s update. As always, check out our social media for more regular updates.


    ©Grand Duck Games 2026. All rights reserved.

  • Hello hello hello and welcome to the devlog! Today I’m gonna pull back the curtain a little to give you guys an idea on what we have been working on behind the scenes. I’m also going to give you a sneak peek of the postcard collectibles and the game’s polaroid cutscenes.

    Vertical Slice Demo

    So what is a vertical slice? In a nutshell, a vertical slice is a demo of the game in its raw form. It serves as a sort of proof of concept, both for the tech and gameplay. We’ve been working hard on polishing and refining a bunch of mechanics, many of which will still probably change over the development of the game, but we’ve reached a point where we can send a demo to publishers so we can show off what we have and talk about a potential collab.

    Polaroids

    We’ve also added polaroids that work like cutscenes for more dynamic moments in the game.

    Here is a little snapshot of a seagull stealing Loddie’s backpack just after she arrives on the island.

    Postcards

    In CatchMaker you will be pairing up critters throughout your playthrough. But some bugs match up better than others. To reward players for getting a perfect match we added postcards. When two bugs match, they go on a honeymoon and in case of a perfect match, they will send Loddie a postcard to thank her for her help. These can be collected and displayed, so you can always remember your favorite couples.

    Thank you for reading our latest devlog. Have any more questions or you would like to just chat with us? Hit us up on any of our social media pages and I’ll get back to you as soon as I can.


    ©Grand Duck Games 2026. All rights reserved.

  • Hello everyone, so this month we’ve been working on a couple things that aren’t ready to be shown off just yet. However we’d like to hear your thoughts on what we can share already.

    Island Map

    As Loddie, the main character, explores the island, she will sketch a map in her journal marking any points of interest. You will also be able to add stickers to make note of things like what lures or insects can be found theres them apples.

    animation showcasing new locations on the map

    New Character Models and Animations

    Along with reworking all the animations for Loddie to make them more readable for the high camera angle we added 3D models and animations for some of the NPC. Here are just a couple of them.

    On the left is Terry having a look at a clipboard that has very important sciency stuff on it no doubt. And next to her is Nick looking dapper in his new chicken hoodie.

    My personal favourite however might be the new animations for the sheep.

    Concept Art

    We are still designing new bugs to add to the game. What do you think of this concept art for a possible new bug? The blue winged variation is actually based on a real bug.

    The real world counterpart for the blue winged stick bug is the “Metallic Stick Insect” (Achrioptera fallax). It looks so cool that it didn’t need that much tweaking to fit in the game.

    That’s it for this month. We always love to get your feedback so keep it coming! As always you can reach us through our socials where we post updates regularly.

    For more news, updates, and pics follow us on social media and join our mailing list.


    ©Grand Duck Games 2026. All rights reserved.

  • For this month’s update we’re going to take a look at some of the new and updated UI we made. Please keep in mind that everything is still very much a work in progress and subject to change.

    Inventory

    While you are exploring the island you can collect decorations and lures that you will use to increase the success rate of dates. Lures, as you might have guessed, can also be used to attract bugs. Each lure will attract different bugs so it is up to you to find out who likes them apples.

    Bug Information

    When catching a bug that has traits you have not discovered yet there is a mini-game to add them to your journal (but I won’t spoil it just yet!).

    Every bug species has a different set of possible traits such as wings vs. no wings, number of eyes or color variations.

    In your journal you will see the traits you have discovered and how many you still need to find.

    Bug Preferences

    Once you have two bugs you are able to set up a date for them. At first you won’t know any of their preferences, meaning what kind of traits they are looking for. You will have to send them on a couple dates to find out their likes and dislikes.

    After a date you get a quick rundown of the preferences that you discovered.

    Here for example, Lulita, the cotton spider loved that Jenn was a Hexapod (has six legs), liked her musical sound trait but disliked her smooth body type.

    What do you think about the UI? If you look at Jenn’s preferences on the right can you tell how she felt about Lulita’s traits?

    Quests

    During your adventure you will receive quests from the inhabitants of the island. You can keep track of your quests in your journal.

    The villagers might ask you to collect bugs or to help them with certain things.

    Thanks for checking out this month’s devlog. As always, we would love to hear from you so let us know what you think! You can reach us through social media where we post updates regularly.

    For more news, updates, and pics follow us on social media and join our mailing list.


    ©Grand Duck Games 2026. All rights reserved.

  • Hello everyone and welcome to the first devlog of 2026!

    The team has been hard at work on the demo of the game. We are very excited to get out an early version and get your thoughts. But it will still take a couple months until we get to that point. So we thought we would share our plan for the playtest.

    The first beta will not be publicly available so make sure to read the rest of this post to learn how you can participate when it arrives!

    What Will be in the Demo?

    Story

    The demo will skip the opening scene and pick up from the moment gameplay starts when you land on the island. You will be introduced to some of the island’s inhabitants and be familiarised with the part of the island available in the demo.

    As you head out into the wild you will meet a special NPC that will show you the basic gameplay loop of catching and matching the island’s tiny inhabitants.

    You will then go on a couple of quests and start befriending the villagers as you get to know them before earning your place among them.

    Gameplay

    The focus of the beta will be on the basic gameplay loop of catching and matchmaking critters. You will have to find out more about them and discover what their preferences are to find the right partner for them. There will be 108 visually distinct bugs across 7 species in the beta, not counting their individual traits leading to each being unique.

    How to Play the Beta?

    We are expecting to do a closed beta in April after we have done some internal testing. 

    To join the playtest make sure to be part of our mailing list as this will be the only way to join it. Once it is ready we will send out an invite and let you know the specifics on how to get your copy.

    That’s it for this devlog. Is there something you would like to hear about? Let us know! You can always reach us via our socials.

    For more news, updates, and pics follow us on social media and join our mailing list.


    ©Grand Duck Games 2026. All rights reserved.

  • We are proud to announce that our newest title “CatchMaker” has been officially announced at the Wholesome Snack 2025 festival!!


    ©Grand Duck Games 2026. All rights reserved.

  • Dev Diary November 2025

    Dev Diary November 2025

    Hello everyone, thank you for reading this month’s dev diary. I’m really excited to get the ball rolling because today we’re talking about:

    • Our Steam page going live next week!
    • Progress on bug traits
    • Dev diary going forward

    Steam Page Going Live December 9th

    As some of you may already know, we’ll be unveiling our game next week during the Wholesome Snack live show! You’ll get to see the trailer during its world-premiere debut.

    When

    December 9th 21:00 Central European Time, 3pm ET (12pm PT)

    Where

    Youtube: https://www.youtube.com/c/WholesomeGames
    Twitch: https://www.twitch.tv/wholesome_games

    We will be watching the show live and would love to hear from you, so feel free to chat with us on social media.

    After the trailer premieres, you can head over to our Steam page to wishlist the game. We will send you the link by email the following morning, and you will also be able to find it on all of our social media pages.

    Bug Trait Discovery Progress

    So, we know that bugs have traits but how do we use these to our advantage? Well when sending out bugs on a date, you will learn how they feel about their date’s traits. They can either be indifferent to a category of traits. For example a critter doesn’t care whether their date has wings or not. Otherwise they will Hate (red), Like (blue), or Love(green) certain traits. In the image above for example Ardene the yellerbee love’s Maggi’s Oozy attitude.

    By the reaction a bug has to their date you can find out what their ideal partner looks like by deducing which traits they are looking for.

    If you click the image below you can see a quick look what the end of a date could look like. Although as with anything this early in development, everything is still subject to change.

    Changes to the Dev Diary

    We are changing things up a bit! From now on, we will release developer diaries every three months so there is more exciting progress to share each time and we can do some deeper dives into the art, systems and design of the game. And don’t worry, our devs are still working just as hard behind the scenes.

    So the next dev diary will be towards the end of February. Until then you can always catch regular updates on the development on our social media accounts.

    We all at Grand Duck Games are really excited for the announcement and we hope everyone enjoys the trailer.

    Flo


    ©Grand Duck Games 2026. All rights reserved.

  • Dev Diary October 2025

    Dev Diary October 2025

    Hello hello hello and welcome to this month’s dev diary. We have some very exciting news to share with you this month so make sure to read until the end.

    On today’s menu we have:

    • Visually representing bug traits
    • Building the village
    • BIG game announcement news

    Bug Traits and How to Identify Them

    As previously discussed in our August dev diary all bugs will have random traits that will determine whether they have a chance with their date.

    There are multiple trait options for each trait and some bugs have traits that others don’t. For example we have the wings trait. A bug can either:

    1. have no wings
    2. have one pair of wings
    3. have two pairs of wings

    Other traits include color, shell type, antenna, attitude, and eyes for example.

    All these traits are randomized to generate the look for the critters in the game. Here are some examples.

    Building the Village

    The village and its surroundings are starting to take shape. Take a look…

    Game Announcement

    I know I have been tip-toeing around the subject of the official announcement for a while now. This is because we have been trying to reach as big of an audience as possible for our release.

    This is why I am SUPER EXCITED to finally be able to share the news with you guys that we will be participating in the Wholesome Snack this December 9th at 9 PM CET.

    So tune in to the Wholesome Snack on Twitch.tv to see our game announcement live. We are incredibly excited to be part of such a big event.

    What’s Next?

    As before, the devs are hard at work, making assets, designing the world and coding stuff that needs coding.

    Our priorities are making sure everything goes of smoothly for the game announcement and making a playable demo so that you can hopefully try the game next year (*knocking on wood*). I will give you guys an estimated time window as to when we will release a demo as soon as I can. In the meantime you have the Wholesome Snack to look forward to.

    As always, thank you for taking some time to read this newsletter. I’d love to hear from you so feel free to reach out to us via social media or email.

    Yours truly,

    Flo


    ©Grand Duck Games 2026. All rights reserved.