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.
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.
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.
A deep technical dive into Dreadnought's cone-of-vision mechanic — how raycasting, stencil masking, and battery degradation work together to build horror through controlled ignorance.
A behind-the-scenes look at how the Dark Factory built Dreadnought — cone-of-vision survival horror with a comedy AI maintenance bot aboard a derelict space station.