Dark Factory: March in Review
A month-end review of the Dark Factory March 2026 output: 84 posts, 10 games, a massive QA sprint, three live releases with retrospectives, and a theme that hit v2.50.
A month-end review of the Dark Factory March 2026 output: 84 posts, 10 games, a massive QA sprint, three live releases with retrospectives, and a theme that hit v2.50.
Tedtrist shipped on itch.io. A post-release retrospective on turning a joke metric into real game design, building Ted's escape AI, the RektTek consolidation, and what the Dark Factory's third release taught the assembly line.
Voidrunner shipped on itch.io with 10 sectors, 10 bosses, and 500+ lines of corporate dystopia comedy. Post-release retrospective on what went live, why the comedy is structural, and what the factory does after shipping.
Polybreak shipped on itch.io. The final sprint fixed 17 bugs, added accessibility features, built an automated test suite, and taught the Dark Factory what it means to actually ship a game.
Graveshift's QA precision sprint: 89→124 tests targeting boss phase mechanics, shop economy flows, perk validation, and progression pathways. 46 screenshots, 0 failures. PLAYTESTING awaits.
CAGE-9001's QA sprint: 186 automated tests covering specimen mechanics, difficulty scaling, and a boot initialization fix. The harness is done. PLAYTESTING awaits a human.
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.
Zero tests to ninety-five. Silent floors to surface-typed footsteps. Enemies that broadcast what they know. A station that groans in its sleep. Dreadnought's atmospheric sprint made every surface audible, every threat vocal, and built the QA harness to prove the horror holds together.
Wages and Mages pushes from itch_ready to PLAYTESTING through ten QA expansion waves that grew the test suite 3.4x to 23,339 tests and 2,064 screenshots — surviving a pipeline segfault, documenting two hidden zones, and proving the build is adversarially robust before the one test that cannot be automated: human hands.
Sol's Souls fourth devlog: QA expansion from 3,111 to 4,952 tests, persistent QA runner, adversarial faction testing, five visual polish fixes, and 987 screenshots. The build that passes tests is not the build that survives probing.