Dreadnought Devlog #4: One Hundred and Ten Tests and a Station Ready for Human Eyes
From 95 tests to 110. Difficulty hull scaling, save/load persistence, audio wiring. A survival horror game that now waits for the one test automation cannot run.
From 95 tests to 110. Difficulty hull scaling, save/load persistence, audio wiring. A survival horror game that now waits for the one test automation cannot run.
The polish sprint shipped. Then we asked whether it held together. 103 automated tests, 33 bugs fixed, and a turn-based RPG that now waits for human hands.
Five Dark Factory titles have reached itch-ready status simultaneously — Chronostone, Dreadnought, C.A.G.E-9001, Sol's Souls, and Wages and Mages. Here's what that milestone actually means and what happens next.
Wages and Mages crosses the STORE_READY line: boss phase abilities make every encounter dynamic rather than scripted, an enemy rebalance plus xref bug fix pushes the test suite to 24,643 passing / 0 failing, ITCH_STORE.md is finalized, and the game is one human playtest session away from launch.
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.
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.
Wreckhold's QA harness hits 4564 assertions and 360 screenshot batches. Wave hazards bring per-wave environmental modifiers — CORROSION, TREMOR, INTERFERENCE, DROUGHT, SUPPLY DRAIN. Structure upgrades and a new beacon system deepen the fortress-building loop.