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Independent Game Development Studio

WAZZAMOUSE

Small studio. Big worlds. One dev with way too many ideas.

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Building Games
One Dev at a Time

WazzaMouse LLC is a solo indie game development studio driven by a love of deep game systems, weird worlds, and the kind of games you lose whole weekends to.

Built on Godot 4, every project is a passion project from the ground up, with a focus on rich, interconnected mechanics, from farming and crafting to combat and base building.

The goal? Make the game you always wished existed.

1 Developer
GD4 Engine
∞ Feature ideas
1 Current Project
// Active Development

Wavertree
Mountain

A post-apocalyptic MMORPG set on an island in the shadow of Wavertree Mountain, long after the humans vanished. Play as one of six species across two rival factions, then dig, build, craft, explore, and fight to carve out a place in the world they left behind.

Featuring a rich top-down 3/4 perspective and a deep interconnected game loop spanning base building, farming, fishing, mining, combat, and more.

Core Features

  • Crafting
  • Farming
  • Base Building
  • Combat
  • Skill Tree
  • Fishing
  • Mining
  • Logging
  • Blacksmithing
  • Technology
  • Dungeon Instances
  • Outpost Sieges
  • Peaceful Mode
  • Peaceful Missions
  • Guild Halls
  • Raids
  • Duels & Guild Wars
  • World Events
  • Achievements & Titles
  • Leaderboards
System Info
Engine Godot 4
View 3/4 Top Down
Genre MMORPG
Setting Post-Apocalyptic
Players Hundreds per server
Factions 2 Playable
Species 6 Playable
Launch Target December 2026
Pricing One-time purchase
Pay-to-Win Never
Forest Start Rock Point Peninsula Northern Forest Southern Forest Wasteland City Ruins Beach Charred Forest
WazzaMouse Colony Log
Centuries Later

The World of
Wavertree Mountain

"The humans vanished long ago, and no creature alive knows why. All we know is that the mountain was here before them, and it is still here now..."

Centuries later, the ruins belong to the animals. Mice, squirrels, and chipmunks stand with the Warren Compact; rats, lizards, and gerbils with the Ashborne League. Only the old machines never stopped working, and they still patrol the wilds, following orders no one remembers giving.

Now the two factions compete for outposts, resources, and the island's future, while the secrets of every species' past wait somewhere beneath the mountain. Dig your burrow, choose your side, and find out what they mean.

Explore Wavertree Mountain

Choose Your
Class

Every creature has a path. Your specialisation levels faster, starts you with its first skill and tools, and makes goods the other specialisations need, so trade and teamwork matter as much as grit.

Farmer

Greenhouse mechanics & plant mastery

Angler

Trot line fishing & aquatic expertise

Rancher

Bug raising & barn management

Engineer

Gadget crafting & research unlocks

Warrior

Advanced combat & enemy slaying

Doctor

Healing, buffs & portable triage

Cook

Portable stove & recipe mastery

Smith

Metalworking & smithy building

Development
Status

Wavertree Mountain is in active development by a solo developer, and we're aiming to open the island this December. Progress is steady and the vision is clear: a deep, replayable online world for six species and the players who bring them to life.

Core gameplay systems, multiplayer, dungeons, and specialisations are in place and being polished. The artwork overhaul is well underway: every playable species now has rigged animations, the gear you wear shows on your character, and new enemy, building, and scenery art keeps arriving as placeholder pieces are replaced.

Wishlist it on Steam to hear the moment the island opens, and follow the journey for updates, screenshots, and launch news.

Wishlist on Steam Follow Development Visit the Game Site Watch on YouTube
Live Build Status
Core Systems90%
Burrow / Building85%
Combat87%
World / Biomes81%
Multiplayer92%
Content / Missions88%
Artwork & Animation67%

Dev Blog

A running log of development milestones, grouped by week. What you see here is what gets built: no roadmap promises, just commits.

Artwork Overhaul: In Production
A full visual refresh has been in production since early summer, with new pieces landing every week. It covers redesigned character art with rigged animations, gear that shows on your character, enemy artwork, buildings, scenery and environment art, icon updates, and shader enhancements. Some placeholder art is still in use while the rest is finished.
Oct 12 – Oct 18, 2026

All Six Species Animated & Gear You Can See

A milestone week for the artwork overhaul. Lizard, chipmunk, and gerbil got their rigged animations, so all six playable species now move on the new animation system. Better still, what you wear now shows on your character: hats, cloaks, shields, bows, shirts, and trousers all appear on your model, and character creation gained fur colors and a choice of body styles. Burrows got cozier too. You can now sleep in yours, alone or in multiplayer, walls and floors have a fresh look, and furniture can be moved after it's placed. Outposts received new art and a round of improvements, and a new revive system lets you help any downed player back to their feet, friend or stranger, with a field revive kit. Specialisations had their first balance pass, with new items, gear, and recipes filling the gaps it turned up, and mission text was polished across the board. Another dungeon took shape as well. The rest of the week has gone under the hood: big crowds of players and characters run much more smoothly, a camera zoom setting was added, and work is underway on server architecture built to hold hundreds of players at once.

Animation Equipment Customization Burrow Revive Balance Server Scaling
Oct 5 – Oct 11, 2026

A Fresh Coat for Every Menu & a Full Combat Pass

A packed week. Every menu and panel in the game was rebuilt in one consistent style, from the inventory, map, and mission log to shops, the auction house, mail, crafting stations, and character creation, and the groundwork is in for translating the game into other languages. A minimap joined the HUD, a first round of sound effects arrived for combat, gathering, and menus, and campfires and lanterns now flicker and glow. Rock Point and the Peninsula finished their starting stories, complete with specialisation and combat missions and a starter dungeon each, and the Peninsula's town got its layout and services. Across the island, coastlines, rivers, and lakes were smoothed out, a pack of enemies received their new artwork, the chipmunk's new art arrived in game, and a big batch of scenery, from faction banners to coastal gear, now dresses the world. Combat had a full pass: enemies now come in tiers, weapons and armor were tiered to match, and damage and armor were rebalanced across the board. Crafting got the same treatment, with new dishes to cook and new ways to upgrade your stations. A rare new ore turned up as well, with missions of its own, and groundwork began on dungeons planned for after launch. The week wrapped up on v0.2.3-alpha.

UI Overhaul Minimap Combat Pass Crafting Starting Zones Sound Scenery
Sep 30 – Oct 4, 2026

A Proper Welcome & Rat Gets Rigged

New players now get a real welcome. Each starting area has its own guided set of missions that teaches you the ropes, and you can pick where your story begins when you create your character. Rock Point and the Peninsula got new missions and resources too. Some new trouble is roaming the world: rogue and rerouted critter units, plus shady League agents. A big batch of new art landed, with more than forty new props and quest items placed around the world, and rat is the third species to get fully rigged movement animations, after mouse and squirrel. Mission text also speaks to your character directly now, and shows the keys you've actually bound.

Starting Zones Missions New Enemies Animation Props
Sep 11 – Sep 14, 2026

Back to Work: Building the World's Story

Settling back into the burrow, and straight into worldbuilding. Every character in the world now has their own backstory, and settlements, landmarks, and points of interest were added across all the zones. Lore objects are scattered around for curious players to find and read. Water got more interesting, with tides that rise and fall. A new dungeon opened up, the Flooded Laboratory, with its own lineup of bosses, and new enemies now patrol the overworld. Old test areas were cleared out, and a bug that broke ability swapping was fixed.

Worldbuilding Lore Dungeons Bosses
Sep 1 – Sep 10, 2026

Easing Back In: Testing & Art Coordination

The first stretch back was spent playing the game rather than building it. That meant running through zones, missions, and multiplayer to see where things stood and noting what needed attention. The rest of the time went to the artwork overhaul: reviewing the art that arrived during the break and working with the art team on the next round of character rigging and animation.

Playtesting Artwork Overhaul Rigging
Aug 17 – Aug 31, 2026

A Short Pause

A medical issue stopped development for the last two weeks of August. The art side kept moving the whole time, though: asset deliveries for the artwork overhaul stayed in flight, so a stack of new artwork was waiting when work picked back up.

Studio Update Artwork Overhaul
Aug 10 – Aug 16, 2026

A Village Rises in the Southern Forest

The Southern Forest now has a village. It comes with brand-new artwork for its inn, bank, auction house, general store, smithy, greenhouse, barn, medical tent, mailbox, and a fountain at its center. The ironwood tree also got its finished artwork, replacing another piece of placeholder art.

Southern Forest Buildings Scenery
Aug 7 – Aug 9, 2026

One Economy, One World

Mail, the bank, and the auction house all went world-wide this week. Post a listing while you're out in the wasteland and a player halfway across the map sees it and buys it, no matter which server is actually running their zone. Same for letters and bank deposits: one account, one shared economy, everywhere. The rest of the week went into making the whole thing bulletproof, with the server now watching over itself, recovering cleanly from crashes, and a couple of extra layers of security added on top. A last bug that could leave your character stuck loading after a reconnect was hunted down and squashed.

Auction House Bank & Mail Multiplayer Stability
Aug 3 – Aug 6, 2026

Friends, Guilds & Groups Without Borders

The social side caught up to the new server setup. Your friends list and guild roster now show who's actually online no matter where in the world they are, guild and group chat reach everyone they should, and you can invite someone to your party even if they're off in a completely different biome. Two long-standing annoyances also got fixed along the way: those random disconnects that would hit for no obvious reason, and a rare hiccup that could drop you in the wrong spot after moving between zones.

Groups & Guilds Chat Multiplayer Bug Fixes
Jul 31 – Aug 2, 2026

Smoother Online Play & Room to Grow

The big one: rubber-banding and stuttering in multiplayer are gone. Weeks of quiet optimization work finally shipped, and moving around with other players now feels the way it should. That cleanup opened the door to a much larger change: the server was rebuilt so it can spread the world across multiple processes instead of cramming everything into one, which means far more players online at once without things bogging down. Some housekeeping happened too: a handful of old test zones left over from early development were retired, and the placeholder beach was swapped out for the real thing.

Multiplayer Performance World Cleanup
Jul 22 – Jul 30, 2026

Squirrel Joins the Cast

A short but exciting week that shows the new animation pipeline paying off. Squirrel is the first non-mouse critter to get a full animation pass on the new Spine2D rig, joining the playable species lineup with proper movement and idle animation. Behind the scenes, the art team is continuing to work through the redesigned character roster, and each new species animated is one more proof point that the overhaul is on track. Expect gerbil, lizard, and rat to follow the same pipeline in the coming weeks.

Animation Species Spine2D
Jul 14 – Jul 21, 2026

Spine2D Rigging Goes Live & Item Destruction

A milestone week for the artwork overhaul. The Spine2D Godot extension landed, giving the project proper skeletal animation tooling for the first time. Within hours, the first set of Spine2D animations for the mouse character were built and integrated, replacing placeholder movement with genuine rigged animation. This is the foundation the rest of the character and enemy animation work will be built on over the coming months. On the gameplay side, players gained a long-requested quality-of-life feature: a proper way to destroy their own items, complete with confirmation dialogs to prevent accidental losses.

Rigging Animation Item Dialogs Inventory
Jul 3 – Jul 13, 2026

Loot Drop Cleanup & Multiplayer Guard Pass

A quieter, stability-focused week on the code side. An old loot drop bug that let items spawn incorrectly in the world was tracked down and fixed, and a round of multiplayer guards was added to tighten up server-authoritative behavior. With code work light this week, the art team used the time to push further into rigging tests on the new Spine2D skeleton, laying groundwork for the animation work that would ship the following week.

Loot Multiplayer Server Rigging Prep
Jun 22 – Jul 2, 2026

Shop Fixes & Multiplayer Spawn Stability

Two consecutive version bumps landed as the multiplayer spawn system got a stability fix and the shop UI received a round of bug fixes. Small, steady progress on the code side while the art team continued blocking out redesigned biome tilesets and environment pieces as part of the ongoing visual overhaul. None of it was commit-ready yet, but the groundwork is visibly taking shape.

Multiplayer Shop UI Environment Art Stability
Jun 8 – Jun 21, 2026

Dev Tools, Portals & NPC Position Fixes

A tooling-focused stretch following the huge contested zone push in early June. The dbuilder dev tool received a round of updates, portal placements got another pass, and a handful of NPCs that had ended up in unreachable positions across the map were relocated. Meanwhile, concept work officially kicked off on the redesigned mouse and enemy sprites that will anchor the visual overhaul, and the first sketches of the new look are starting to take shape off in the art pipeline.

Dev Tools Portals NPCs Concept Art
Jun 1 – Jun 7, 2026

Contested Zones, Outposts & World Terrain Polish

The biggest systems week in months: the contested zone mechanic shipped across 13 phases of implementation, establishing the core PvP territory loop. Players can now contest and capture outpost zones, with a full scoreboard, tock-based bonus scoring for contestation, and a debug HUD to monitor the system in action. The outpost itself received a full pass: workbench and interactive objects were fixed, menus cleaned up, and performance improved. On the content side, progression plan items, recipes, and resource nodes were distributed across world zones, and preliminary enemy spawns were added to the remaining overworld areas. World terrain saw meaningful polish this week: new ground textures landed for the beach and wasteland biomes, a placeholder ground tile was added for the charred forest, and the northern forest terrain map was updated. Collision chamfering, which smooths out corner-catching and stuck edges, was applied first to the northern forest, then rolled out across all world zones in one sweeping pass. Portal destination positions were tightened across the board so return portals feel snappy and consistent. The debug menu also received several updates throughout the week to support testing the new zone systems.

Contested Zones Outposts World Content Terrain Collision
May 25 – May 31, 2026

Mission Refactor, NPC Placements & Lore Expansion

The biggest content week in the project's history. A sweeping mission system refactor shipped across eight phases, rearchitecting how missions are defined, tracked, and advanced to support the volume of content the game now needs to carry. NPC positions were finalized across all mapped zones, a missing portal between the beach and peninsula was added, and old test-area portals were cleared out. Cressida's NPC sprite was corrected. On the content side, over 200 missions were written and wired in: spec chains, world missions, and story-driven NPC questlines spanning every zone. The lore bibles for Wavertree Mountain received major expansions: full NPC backstories, faction motivations, zone secrets, and the deeper narrative threads that tie the island's mysteries together were all fleshed out in detail. The game's mission and story foundation is now substantially complete. Combat received parallel attention: the ability bar HUD was extended, weapon swapping was improved, and keybindings were overhauled to support the expanded ability set, with a follow-up fix ensuring special keybinds don't fire while the player is typing in chat.

Missions Lore NPCs World Combat HUD Refactor
May 18 – May 24, 2026

Burrow Rooms, NPC Missions & Combat Polish

A wide-ranging week with big burrow upgrades, world polish, and combat feedback improvements. The burrow received its most substantial update yet: tileable walls, door building via the walls tab, a room analyzer that classifies room types based on contents, and a full attribute scoring system rating rooms for comfort, size, and beauty. On the world side, the forest start beach got a polish pass and a new mossy hollow entrance image landed alongside a dbuilder update for entrance placeholders. NPC mission dialogs were fully wired up and a player mailbox was placed in the world. The dbuilder tool also gained a ground shader selector and collision support for placed resource nodes, plus a new pscenery tool for phasing scenery placement. Combat got two passes of feedback polish: hit flashes were added to both player and enemy, then fixed to work correctly in multiplayer. A debug tool for single-player mode was added for testing. On the multiplayer side, clouds now sync from server to clients, and a low health screen overlay adds clearer in-game feedback. The week closed by bumping the version to v0.1.2-alpha.

Burrow Missions Combat Multiplayer World Polish Alpha
May 8 – May 17, 2026

Combat Abilities, Mission Chains & Multiplayer Polish

A deep combat and content week capped with the first stable alpha build. Special attacks landed on the Q keybind, followed by a block ability, crippling shot, and shield bash, rounding out a proper combat ability toolkit. Enemies gained knockback attributes and spawn animations, and the Mossy Hollow dungeon got a boss with updated loot. Four full NPC mission chains were finished out: Warrior, Cook, Doctor (including a health stabilizer and new recipes), and Smith (with weapon hardening and new items). On the world side, secret gated resource node visibility was fixed, the player mailbox was placed, and boss nameplates with health bars now display on damage. Multiplayer saw a concentrated round of fixes: enemy visibility in the dungeon, invisible enemies from range spawn issues, player positions syncing correctly to greenhouse/barn/burrow/smithy instances, and light-carrying state syncing across clients. The week closed with graceful shutdown messaging and a server ping/pong connectivity check, marking the project's first tagged stable build: v0.1.1-alpha.

Combat Abilities Missions Dungeons Multiplayer Server Alpha
May 2 – May 7, 2026

Guilds, Banks, Knockout & Combat Depth

The biggest social and combat week yet. A full guild system landed with administration features. Players can now be knocked out, call for help, and respawn, complete with a dizzy star shader and a claw animation when no weapon is equipped. A buff/debuff system was implemented, including a stamina-based "tired" debuff and a stealth hide ability with a reveal counter-debuff. The Bank feature shipped with stack splitting. Anticheat coverage expanded for crafting and combat. On the infrastructure side, dedicated server RPC gaps were closed, dungeon loading fixed for dedicated servers, and session variable contamination was resolved. Map improvements included group player position indicators and enhancements across the board. The week closed with a title screen update bearing the Wavertree Mountain mark.

Guilds Bank Combat Knockout Buffs/Debuffs Server Map
Apr 27 – May 1, 2026

Visual Polish, Social Systems & Economy

A big visual week: water and grass shaders landed, player shadows added, and the fishing system got a proper upgrade with a bobber and tackle case. Four new playable character sprites were added (gerbil, lizard, rat, squirrel). On the social side, friend requests and a social menu went in, along with a dedicated group chat channel. The economy layer began taking shape with the Auction Manager and Mail Manager features both shipping.

Shaders Sprites Fishing Social Economy Chat
Apr 20 – 26, 2026

Groups, Specializations & Class Systems

The largest single week of systems work so far. Full multiplayer groups went live, with XP splitting, loot round-robin, group map markers, and health sync all working. Specialization skill trees were implemented with XP generation per class, and each class got its starting skills and items (Angler, Engineer, Cook). The smithy, metal ores, triage tent, and ranching system were added, plus a reworked tool gameplay loop with HUD updates. Day/night now shows on the HUD.

Groups Skill Tree Classes Combat Crafting HUD
Apr 14 – 19, 2026

Dungeons, New NPCs & Map Discovery

The first full dungeon, Mossy Hollow, was implemented across six build phases. New mouse artwork shipped and was integrated into character creation. Three new NPCs were added: Gruff, Marta, and Yanna (who hands out potion missions). A POI database now drives map discovery, and a map icon was added to the game UI. A soft lock bug in the burrow placement mission was also squashed.

Dungeons Artwork NPCs Missions Map
Apr 1 – 13, 2026

Fishing Missions, Chester NPC & Bug Fixes

Fishing missions were added to the game, alongside a new mission for skill selection and updates to Chester's dialogue to guide players to the mission log. On the MP side, looted corpses now despawn client-side correctly. Burrow exit scene bugs and shop mission setup were also resolved.

Missions NPCs Fishing Multiplayer
Mar 23 – 30, 2026

Fishing System & Burrow Fixes

Core fishing functionality landed, with rod, bait, and beetle meat added as items. Burrow placement was fixed for loaded saves, the stone sword got its animation, and ingot rewards were balanced. A solid stabilization week after the previous large system pushes.

Fishing Items Burrow
Mar 15 – 22, 2026

World Staging, Tutorial & Multiplayer Auth

The Forest Start zone got its enemy and terrain placements finalized. Chester NPC and the tutorial mission chain were added, and players can now place their own burrow in the overworld. The multiplayer authentication system, character creation screens, and account/character name display above players all shipped this week. A debug overlay (F12) and map display were added for development tooling.

World Tutorial Multiplayer Burrow UI
Mar 8 – 14, 2026

Multiplayer Phases 1–5 & Enemy AI Fixes

Five phases of multiplayer work completed in one week. Switched to a dedicated headless server model. Enemy AI bugs were resolved across the board (lizard dashing, scorpion ranged attacks, spider patrol radius), and loot drops were fixed for single player, host, and dedicated server. Mission objective completion bugs and multiplayer client progression prevention were addressed, with fog of war split into its own save file.

Multiplayer Enemies Server Save/Load
Mar 1 – 7, 2026

Wasteland Biome, Burrow Gameplay & Save System

The wasteland biome was added with spawn and resource fixes. The NPC class and system were built from the ground up. Burrow dig gameplay went in, so players can now actually dig out rooms. The crafting, storage, and mission systems got a wave of bug fixes and QoL updates, along with a world seed implementation for procedural resource clustering. The server/client save system was scaffolded this week.

World Burrow Save/Load NPCs Crafting
Feb 20 – 28, 2026

Tutorial, Story Sequence & Tool System

The tutorial area and mission chain were built, connecting progression through to burrow placement. The new game story sequence and title screen placeholder assets were created. Tool tiers and tool slots were implemented with a proper selection system. Autosaves were added, along with inventory and UI bug fixes.

Tutorial Story Tools Save/Load
Feb 8 – 19, 2026

Foundation: Combat, Burrow, Crafting & World

The foundational systems week. Melee and ranged combat were implemented alongside enemy AI. The burrow system launched, with digging, wall placement, furniture, and stations. Building placement and persistence went in. The crafting system with recipes, the inventory system, skill tree initial work, and a sound manager were all built. Weather, day/night cycles, background music, and the first biome expansion were added. This week laid the core of everything that followed.

Combat Burrow Crafting Building World Core