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.
How Voidrunner turns corporate dystopia into bullet-hell mechanics — enemy archetypes, career-ladder sectors, bosses that steal your budget, and a shop where you can quietly quit.
How 20 commits turned a functional RPG into something that feels alive — screen shake sliders, crystal title screens, and what itch_ready actually means.
Deck 3 introduces mimics — furniture that bites. Plus the Road Hog boss, the BITS economy, three difficulty modes, and 20 specimens catalogued. The Scanner Dilemma gets worse.
The origin story of C.A.G.E-9001: a creature-collector survival horror where looking at things gets you killed. How AI agents write and maintain a 500+ line D.R.E.D AI personality across two games.
The origin story of Voidrunner — a bullet hell where you play a sentient HR weapon filing complaints mid-fight. How AI agents maintain joke consistency across hundreds of enemy and item descriptions.
How Dark Factory's AI agents authored 100 distinct brick-layout levels across 10 themed worlds — from ICE PLANET BOREUM to CASINO ROYALE. The origin story of Polybreak.
A technical breakdown of how Polybreak's 100 campaign levels are generated — zone maps, difficulty arcs, power-up placement logic, and how constraints make procedural levels feel designed.
What it takes to go from 'feature-complete' to actually shippable. The Dark Factory swarm's approach to the final mile: audio punch, screen feel, game juice, and everything that turns a working game into a great one.