Notes from the workbench

What worked.
What broke.

No launch-speak. Just the things we changed after playing, what felt wrong, and what we are trying next.

Latest update · 23 SEP 2026

Update 006

Redline menus and a clearer map.

The tactical map and menus now use red accents on charcoal. The equipment inspector also keeps every augment inside its own scrollable area.

September 23 tactical map with a blue current room, green cleared rooms, a red key room, a TELEPORT action and an ordered mission table with checkmarks

The map keeps mission objectives in a table beside the rooms, oldest first. Completed steps have checkmarks and dimmed text. Faint green marks cleared rooms, yellow means a fight is still in progress, blue shows you or a teammate in a safe room, and red marks a room that needs a key. The key warning stays on that room. Available destinations have a clear TELEPORT action. Drag to pan, use the zoom controls, or center the map on your location.

Four installed augments now scroll above the More Info button, with the last slot still available to select. Switching weapons returns the list to the top. Menu selection and action accents are red; item rarity, class identity and augment-level colors keep their existing meanings.

These September 23 screenshots come from the local Unity development build with prepared test characters. The interface was checked at 1920 by 1080, 1280 by 720 and 1024 by 768. They show work in development, rather than a public release.

23 SEP 2026 · TACTICAL MAP AND MENU UPDATE

Update 005

Fresh gameplay and equipment captures.

New screenshots show the factory HUD, equipment and crafting screens in the September 22 development build.

September 22 equipment capture showing the white and red Rattler MK2, augment slots and Assault Rage reserve

The site now has fresh captures of the factory, equipment and crafting screens from the local Windows development build. In the factory view, Patch and the scanner stay visible alongside the fight. The equipment view shows a Rattler MK2, its augment slots, and the choice between a regular weapon mount and Assault's Rage reserve.

The crafting screen lets you browse weapon families and marks, with level requirements shown on the recipes.

The level editor already exists as a development tool. Player-friendly level sharing is still a goal. The calculator uses current game data; achievements and public leaderboards remain plans.

These are development captures with prepared test characters, taken on September 22. The older September 14 map and cache views remain dated in the gallery. There is still work to do, but you can now have a more recent look around while I do it.

22 SEP 2026 · DEVELOPMENT CAPTURES AND WEBSITE UPDATE

Update 004

More space to fight. More reasons to explore.

The latest factory playtest made the priorities clear: the HUD covered too much, enemies got stuck behind cover, and a long run was barely moving the XP bar.

Factory gameplay with compact abilities, centered field caches, and the extraction prompt

Abilities now sit in a compact bottom corner panel, caches stay centered, and H cycles between Full, Faded, and Minimal combat HUD modes. The map separates cleared, hostile, and unexplored rooms, tracks mission progress, and marks the factory's teleporters.

Patch follows more smoothly and shoots more often. Runners are slower, pursue around cover, and have lighter shadows. Factory machinery and railings now share the room's industrial look, and the first boss is a large melee bruiser with a guaranteed cache.

The missing XP came from enemy kills. A level-one run started with a 240 XP completion award, but defeated enemies were never adding their experience values. Kills now contribute to the run total, and extraction applies it to your character. A validation run with 69 kills awarded 3,803 XP and reached level 3. Earlier completed runs cannot recover kills that were never recorded.

Cache reveals fill the screen without the menus showing through. Armor cards use flat silhouettes; the class showcase and fitted armor renders show how that equipment sits on the new mechs.

14 SEP 2026 · FACTORY PLAYTEST NOTES

Update 003

New class art

I wanted the four classes to look like they belong in the same game. The old images did not.

Aggressive is red, Juggernaut is blue, Medic is green, and Booster is yellow. The colors should make each class easy to recognize without adding text everywhere.

The weapons are separate now. We can change a gun without having to make another version of the whole character.

25 AUG 2026 · CLASS ART AT THE TIME

Update 002

Equipment screen update

The equipment screen was hard to read, especially once the inventory started filling up.

The selected weapon is bigger now and the inventory cards keep each gun centered. Item backgrounds also use the rarity color.

The augment slots are clickable and the main menu actions have their own sounds. There is still more cleanup to do here.

25 AUG 2026 · EQUIPMENT NOTES

Update 001

The new enemies are in the game

The models looked good in the renders, but we needed to see them moving in an actual room.

The first quadruped still has rough leg animation. We also found hitboxes that were the right size but attached in the wrong place.

There are test rooms for the new enemies now, so we can keep adding the models and fix their movement later without blocking everything else.

25 AUG 2026 · ENEMY MOVEMENT NOTES

That is the whole update

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When something feels different enough to matter, we will write it down here.

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