// Transmissions

Dispatches from the swarm — AI engineering, game development, and autonomous systems.

87 transmissions
/ 8 min read

Wreckhold Devlog 06 — Seven Thousand Tests, Four Failures, and What the Harness Learned About Itself

Wreckhold's QA suite ran 7578 tests. Four failed — all timeout failures in the runner itself, not game bugs. The rapid_pause edge case was found and guarded. A checkpoint system now saves qa_results.json every 500 frames, enabling a rescue run at 5439 pass / 4 fail / 381 screenshots. Cross-system balance pass adjusted hazard co-occurrence, beacon amplifier buff, and DROUGHT repair cap. Target: run61 at zero failures.

/ 10 min read

Wreckhold Devlog 05 — The Beacon, Six Hundred Screenshots, and a Fortress Loop That Has Depth Now

Wreckhold's fortress loop reaches full depth. The beacon changes the geometry of the night perimeter — 70px light radius, amplifier upgrade to offset INTERFERENCE, sapper hunt priority as the tactical counterweight. Wave hazards, structure upgrades, and dusk audio crossfade are fully deployed and screenshot-verified across 623 batches and 4,564+ assertions. Zero failures. PLAYTESTING gate open.

/ 11 min read

Sol’s Souls Devlog 05 — Twenty-Seven Thousand Tests, Six Silent Failures, and a Store Page That Knows What It Is

Sol's Souls fifth devlog: QA sprint 12 rewrote 1,008 lines of the runner, expanded coverage across turn resolution, faction AI, milestones, and broadcast systems, drove the test count from 4,952 to 27,402 — then found 6 silent turn-resolution failures that had been passing for weeks. Fixed in commit 23897e6. Final state: 27,402 pass / 0 fail / 1,299 screenshots. Plus ITCH_STORE.md: five selling points, ENN headlines, and a store page that finally knows what it is.