A year in. Time for an honest look at what works, what doesn’t, and what the prototype is actually telling us.
Replace this text with real devlog content when you’re ready.
Where we are
The core loop is running end-to-end. Systems talk to each other, nothing is stubbed out with placeholder logic anymore. What started as five disconnected prototypes has finally cohered into something you can play for more than thirty seconds without hitting a wall.
What’s working
The movement feels right. That sounds small, but it isn’t — the whole game is downstream of how it feels to traverse a space, and we’ve arrived at something we’re happy to build on.
What isn’t
Combat still reads as “systems being correct” rather than “systems being satisfying.” Everything does what it’s supposed to do; nothing sings yet. That’s the work for the next quarter.
Next
We’re rebuilding the encounter pacing from scratch based on what we learned playtesting the current build. More on that next month.