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Changelog

Last Updated: 2026-01-24

All notable changes to DEADSHIFT.

Current Version: v0.5.5

[v0.5.5] - 2026-03-01 — Crafting Recipe Unlocks

Added

  • Gameplay-driven recipe unlocks — All 12 crafting recipes now have real in-game unlock paths instead of only being available in dev mode
  • Wrench relationship recipes — Reaching Acquaintance, Associate, and Trusted tiers with Wrench unlocks Reinforced Armor, AP Rounds, and Weapon Upgrade Kit respectively
  • Quest: Workshop Basics — Craft 2 items for Wrench to learn the Improvised Firearm recipe
  • Quest: First Aid Training — Use 3 bandages during shifts to unlock the Field Medkit recipe
  • Entropy Shield Blueprint — New legendary intel schematic found on Floor 6 (15+ shifts) that unlocks the Entropy Stabilizer Shield
  • Experimentation milestone — Craft 10+ items total to discover the Unstable Anomaly Grenade recipe

Fixed

  • Recipe unlocks now persist — crafting:recipe_unlocked events and dialogue unlockRecipe effects now actually call craftingStore.learnRecipe() instead of only showing a notification
  • Relationship tier recipes — Wrench tier-ups now unlock real recipe IDs instead of fake placeholder IDs like wrench_associate_unlock
  • Quest recipe rewards — Quest completion now processes recipe reward types and unlocks them in the crafting store
  • Recipe unlock notifications — Now display the recipe name instead of the raw recipe ID

[v0.5.4] - 2026-02-02 — Loot Pickup System

Added

  • Sprite sheet loot rendering — All pickup items now render from a single 4×8 sprite sheet instead of individual PNG files
  • Item registry — 28 item definitions with categories, rarities, sprite positions, and metadata
  • Loot tables — 7 weighted loot tables (standard/weapon/medical/high-value crates, common/elite enemy drops, boss drops) with guaranteed drop support
  • Tiered health pickups — Health Pack S (15 HP), M (30 HP), L (50 HP)
  • Tiered armor pickups — Armor Shard (5), Armor Vest (25), Full Armor (50)
  • New ammo types — Plasma Core, Universal Cell, Explosive Charge, Rare Ammo, plus sprite-sheet versions of all existing ammo
  • Credit pickups — Small (10), Medium (50), Large (100) credit drops from enemies and crates
  • Keycards — Blue (Level 1), Orange (Level 2), Red (Level 3) access cards stored in player inventory
  • Consumables — Stim Pack, Shield Cell, Supply Beacon (max 3 inventory slots, auto-apply when full)
  • Collectibles — Data Chip (sells for 200 credits on pickup)

Changed

  • Enemy drops — Now use weighted loot tables instead of hardcoded health/ammo rolls; elite enemies drop rarer items
  • Supply crates — Standard crates use loot table roller for varied contents
  • Weapon crates — Now also roll bonus ammo from weapon_crate loot table
  • Legacy pickup types — Old types (health, ammo, armor, bullets, etc.) still work via automatic mapping to new item IDs

[v0.5.3] - 2026-02-01 — New Sprite Assets & Legacy Cleanup

Added

  • New sprite assets — All enemy, boss, player, weapon, item, effect, and tile sprites replaced with dedicated DEADSHIFT artwork
  • Player fallback sprite — New shift worker silhouette replaces legacy fallback

Removed

  • Legacy enemy types — Removed xenomorph, facehugger, and egg enemy types from all game systems
  • Legacy boss types — Removed queen and predator boss types (dead code, never spawned)
  • Legacy assets — Removed all legacy/placeholder sprite files and asset packs
  • Legacy procedural sprites — Removed canvas-drawn xenomorph, facehugger, and predator sprite generators

Changed

  • Hive biome — Enemy distribution rebalanced (brood_crawler 60%, brood_spitter 40%)
  • Biome descriptions — Updated to use faction-appropriate terminology
  • Brand copy — Cleaned up all remaining legacy references in meta tags, FAQ, and marketing text

[v0.5.2] - 2026-01-31 — New Boss Types: Hive Tyrant, Apex Warden & Chimera

Added

  • Hive Tyrant (Level 15+) — Massive insectoid brood commander with 3 phases (600+ HP, 3 health bars)
    • Egg Sacs: Places 2-3 destructible egg sacs (50 HP each) that spawn crawler waves every 4s
    • Ground Slam: Leaps to player position with 1s telegraph, creates shockwave AoE (radius 3.0)
    • Phase 2: Faster egg spawning (3s), gains acid spit projectile
    • Phase 3: Enrage — 50% speed boost, continuous crawler spawning, ground slam every 8s
  • Apex Warden (Level 20+) — Ancient biomechanical guardian with 3 phases (800+ HP, 4 health bars)
    • Shield Drones: 3 orbiting drones that absorb hits, respawn after 12s
    • Shield Wall: Directional energy barrier that blocks projectiles (8s duration)
    • Plasma Volleys: 3-7 homing plasma orbs in spread pattern
    • Phase 2: Shield drones gain 2 HP each, plasma volleys increase
    • Phase 3: Permanent rotating shield wall, drones respawn every 8s, ground pound disables abilities for 1.5s
  • Chimera (Level 25+) — Hybrid brood/apex fusion with 4 phases (1000+ HP, 5 health bars)
    • Form Switching: Alternates between Brood Form (fast melee, acid trail) and Apex Form (slow ranged, vine whip, spore clouds) every 15s
    • Phase 2: Form switches every 12s, combined attacks during transitions
    • Phase 3: Form switches every 10s, longer acid trails, larger spore clouds
    • Phase 4 (Chimera Form): Both forms merge — full speed, all attacks, acid + spores simultaneously

Changed

  • Campaign Sector 3 Boss: Hive Tyrant replaces Apex Flora
  • Campaign Sector 4 Boss: Apex Warden replaces Apex Elder
  • Campaign Sector 5 Boss: Chimera replaces ??? placeholder
  • Boss Rotation: Level-gated fallback includes new bosses (15+/20+/25+)

Technical

  • Boss.svelte BOSS_CONFIG extended with hive_tyrant, apex_warden, chimera entries
  • 3 new AI functions: runHiveTyrantAI, runApexWardenAI, runChimeraAI
  • Egg sac hit detection, shield drone absorption, shield wall projectile blocking, acid trail DoT, spore cloud zones
  • Kill rewards: 125/175/250 coins; Weapon XP: 250/325/400; Player XP: 300/400/500

[v0.5.1] - 2026-01-31 — Prestige System Overhaul

Added

  • Prestige Auto-Bonuses — Each prestige level now grants automatic permanent bonuses without requiring skill points: +3% damage, +2% move speed/reload/fire rate, +5% XP gain, +1 HP (every 2 levels), +1 armor (every 3 levels)
  • Prestige Tiers — Five named tiers with distinct colors: Bronze (P1-2), Silver (P3-4), Gold (P5-7), Platinum (P8-9), Diamond (P10). Tier badge color displayed in progression menu header
  • Prestige Milestone Vanity — Exclusive cosmetics unlocked at specific prestige levels: Veteran Visor (P1), Silver Sentinel suit (P3), Gilded Guardian backpack (P5), Diamond Operative full set (P10)
  • XP Catchup Mechanic — Prestige XP bonus (+5% per level) helps re-level faster after each prestige reset
  • Prestige-Gated Vanity — Vanity tab now shows prestige requirements (P1, P3, etc.) on prestige-locked items
  • Milestones UI — PrestigeTab shows upcoming milestone rewards with check marks for completed ones and next tier progress

Changed

  • Prestige Momentum Skill — Repurposed from "+3% per prestige level (damage only)" to "Amplifies all prestige auto-bonuses by 15% per rank" — now boosts all stats instead of just damage
  • PrestigeTab UI — Replaced misleading "+X% All Stats" with accurate per-stat breakdown. Shows tier name, color, and badge instead of plain number
  • Prestige Bonuses Applied Centrally — All prestige stat bonuses now flow through getBuffMultipliers(), getEffectiveMaxHealth(), and getEffectiveMaxArmor() instead of scattered manual calculations

Fixed

  • Prestige UI Lie — PrestigeTab previously showed "+X% All Stats" but only damage was actually affected. Now shows accurate per-stat breakdown and all stats are actually boosted
  • Prestige Required Skill Points — Raw prestige levels previously gave no bonuses without investing in sp_prestige skill. Auto-bonuses now apply automatically; the skill amplifies them
  • Single-Stat Prestige — Removed standalone prestige damage calculation from Player.svelte that was the only stat actually affected

Technical

  • New data file: src/lib/data/prestigeData.ts — tiers, auto-bonus formula, milestone vanity items
  • Skill effect type renamed from prestigeBonus to prestigeAmplifier
  • VanityItem interface extended with optional unlockPrestige field
  • getPrestigeAutoBonus() centralizes all prestige stat calculations with amplifier support

[v0.5.0] - 2026-01-31 — Campaign Progression & Gamepad Navigation

Added

  • Campaign Progress Store — Persistent campaign state (completed levels, sector unlocks, best times) with automatic localStorage save/load, replacing ad-hoc local state (#149)
  • Level Completion Tracking — Completing a level via the exit portal now marks it as complete in the campaign store, unlocking the next level on the world map (#149)
  • Gamepad Manager — Full gamepad support with RAF polling, standard button mapping, 0.3 dead zone, 300ms/100ms debounce repeat for d-pad/stick navigation (#150)
  • Gamepad Navigation Action — New use:gamepadNav Svelte action with focus group registry, 2D grid navigation, A-button select, B-button back, and orange glow focus indicator (#150)
  • Auto Input Mode Detection — Automatically switches between keyboard and gamepad mode based on last input device used (#150)
  • All Menus Gamepad-Navigable — Main Menu, World Map, Settings, Quick Shift, Loadout, and Pause Menu all support full gamepad navigation (#150)

Changed

  • WorldMap.svelte — No longer accepts completedLevels/currentLevel as props; reads directly from campaign progress store (#149)
  • +page.svelte — Removed manual campaign localStorage management; delegated to campaign progress store (#149)

Technical

  • New store: src/lib/stores/campaignProgress.ts — writable store with auto-persistence following progressionV2 pattern
  • New store: src/lib/stores/gamepadManager.ts — gamepad polling, button/direction event callbacks, input mode tracking
  • New action: src/lib/actions/gamepadNav.ts — focus group registry with linear and 2D grid navigation
  • levelComplete event dispatched from Scene → Game → +page on portal entry for campaign levels

[v0.4.9] - 2026-01-31 — Enemy AI Overhaul: Flanking, Retreating & Group Tactics

Added

  • Retreat Behavior (Ranged Enemies) — Brood Spitter retreats at 80% chase speed when player within 3 units or health below 25%. Apex Marauder retreat distance increases from 3 to 5 units when wounded (#165)
  • Flanking AI (Fast Enemies) — Brood Hunter approaches from the opposite side when 2+ enemies already chasing from the front. Apex Scout circles wide then closes in from behind when frontal chasers detected (#165)
  • Group Coordination — Melee enemies (crawlers, drones, hunters, scouts) push apart when within 1 unit to prevent stacking. Anchor/flanker role assignment when 3+ enemies within 6 units (#165)
  • Desperate Mode — All DEADSHIFT enemies gain 20% speed boost below 15% HP. Ranged enemies (Brood Spitter, Apex Marauder) suffer ±0.4 rad accuracy spread when desperate (#165)
  • Brood Crawler Reinforcements — Wounded crawlers below 25% HP call 1-2 additional crawlers as reinforcements (once per enemy). Plays crawler screech sound (#165)
  • Apex Energy Burst — Apex Stalker, Marauder, and Scout trigger defensive energy burst below 15% HP: knockback self backward, 0.5s invulnerability, 10s cooldown. Purple/white particle burst with new procedural audio (#165)
  • Energy Burst Sound — New energy_burst procedural audio: low-frequency pulse + electric discharge + static crackle
  • energyBurst Particle Preset — Purple-to-white additive radial burst for apex energy burst effect

Technical

  • EnemyRegistryEntry gains aiRole, desperate, reinforcementCalled fields
  • New registry methods: getEnemiesInRange() (all factions), countChasersFromFront() (frontal chaser detection)
  • Shared pre-AI computation block runs separation force, role assignment, and desperate mode for all DEADSHIFT enemy types before per-type AI

[v0.4.8] - 2026-01-31 — Corrupted Synthetics Phase 2

Added

  • Inter-Enemy Communication System — Expanded enemy registry with health, type, buffs, and heal requests enabling real-time cooperation between synth enemies
  • Synth Repair (Healer) — Seeks nearest damaged synth ally within 12 units, stands still to heal at close range, flees player when no allies need help. Green heal beam particles between healer and target
  • Synth Commander (Buffer) — Broadcasts damage (+30%) and speed (+15%) buff aura to nearby synths every 8s. On death triggers berserk mode (+50% damage, +30% speed for 8s) on all nearby allies. Orange buff particles and red berserk particles
  • Synth Shock EMP — Now fires EMP burst on successful melee hit: stuns nearby enemies + disables player ability for 3s
  • Synth Heavy EMP Immunity — Heavy tanks ignore all EMP stun effects
  • Synth Mainframe Boss — 720 HP stationary boss with 8 health bars
    • Shield Generators: 2 destructible shields (60 HP each) that block 25% damage each
    • 4-Phase AI: Phase transitions at 75%/50%/25% HP with 2s invulnerability
    • Laser Sweep: Fan of 5 plasma bolts with cooldown scaling by phase
    • EMP Pulse: Area EMP in phases 3-4 that disables player ability
    • Minion Spawning: Spawns synth_patrol, synth_shock, and synth_heavy by phase
  • 4 New Particle Presets — synthHealBeam (green), synthBuffAura (orange), synthBerserk (red), synthShield (blue)
  • Shield Hit Sound — Metallic clang + digital deflection procedural audio
  • EMP Ability Disable — New disableFor(seconds) method forces ability cooldown

Technical

  • EnemyRegistryEntry stores health, maxHealth, type, buffs (commanderDamageBoost, commanderSpeedBoost, berserk), and healRequest per enemy
  • Registry query methods: getNearestDamagedSynth(), getSynthsInRange(), updateBuffTimers()
  • Buff timers decay each frame via enemyPositions.updateBuffTimers(delta) in main game loop
  • synth_repair and synth_commander added to wreckage biome spawn distribution (10% each)

[v0.4.7] - 2026-01-31 — Corrupted Synthetics Faction

Added

  • Corrupted Synthetics Faction (Phase 1) — 4 new enemy types with cold-blue visual theme (#166)
    • Synth Sentry: Stationary turret, fires laser every 1.5s when player in range
    • Synth Patrol: Chase + melee combatant, patrols corridors
    • Synth Shock: Charge-burst melee attacker with 1.5x speed burst
    • Synth Heavy: Ranged tank, maintains 4-8 unit distance, fires explosive rounds every 3s
  • Synth Procedural Audio — 10 new sounds: sentry lock-on beeps, laser fire, patrol alert, shock charge, EMP burst, heavy launch, synth death cascade
  • synthSpark Particle Preset — Blue/white additive electric sparks on synth deaths
  • Campaign Integration — Synthetics spawn in Sector D (~25% weight) and Sector X (~20% weight), plus wreckage biome

Technical

  • 6 SpriteSheetConfig exports for all synth types in animation system
  • Synth XP awards added to weapon and player progression tables
  • Kill rewards and economy entries for all synth types
  • Phase 2 placeholder AI for synth_repair and synth_commander

[v0.4.6] - 2026-01-31 — Sprite Sheet Rendering & Dev QoL

Added

  • DropPod Sprite Sheets — 6-frame horizontal strip replacing colored boxes (falling, landing, landed, opening, open, empty)
  • SupplyCrate Sprite Sheets — 6-frame horizontal strip with state-based animation
  • Dev Mode World Unlock — All worlds and levels unlocked when running in dev mode

Fixed

  • World map scroll overflow — changed from min-height: 100vh to height: 100vh; overflow-y: auto

[v0.4.5] - 2026-01-31 — Adaptive Music Engine

Changed

  • Music Engine Rewrite — Replaced procedural generator with adaptive 3-layer score system inspired by 28 Years Later
    • Layer 1: Atmosphere — Biome-specific drone + pad + texture (always on)
    • Layer 2: Heartbeat — Sub-bass lub-dub with intensity-driven volume
    • Layer 3: Guitar — Delayed tremolo sawtooth arpeggios in D-minor (tension+ only)

[v0.4.4] - 2026-01-31 — Prestige System UI

Added

  • Prestige Tab in Progression Menu
    • Current status display: prestige level, lifetime XP, and cumulative stat bonus
    • Progress bar showing current level vs required level 30
    • Gold "PRESTIGE NOW" button when eligible, disabled with requirement text otherwise
    • "What You Gain" and "What You Lose" info panels with clear reset warnings
  • Prestige Confirmation Flow — Modal with full reset summary, confirm/cancel actions, and success notification showing new prestige level and bonus
  • Reactive Prestige Info — Prestige badge and info in the progression header now update reactively when store changes

[v0.4.3] - 2026-01-31 — Weapon Progression HUD

Added

  • Weapon XP Bar in Gameplay HUD
    • Weapon level badge (WLV N) and tier name displayed above ammo counter
    • Thin XP progress bar colored by current weapon tier (Stock → Prestige)
    • Updates reactively on weapon switches and XP gains
  • Weapon XP Gain Popups — Floating +N WXP text on enemy kills, fades up over 1.5s, handles rapid kill queuing
  • Weapon Level-Up Notification — Center-screen banner for 3s showing:
    • Weapon name and new level
    • Tier change callout (e.g. "NEW TIER: Veteran") in tier color
    • Attachment slot unlock at milestone levels (5/15/30/50/75/100)

Technical

  • Derived stores (currentWeaponLevel, currentWeaponProgress, currentWeaponTier) combine progression state with active weapon

[v0.4.2] - 2026-01-31 — Abilities, Attachments & Skill Effects

Added

  • 13 Abilities Wired into Gameplay
    • 7 Passive Abilities: Thick Skin (-1 flat DR), Steady Aim (-20% spread), Fast Loader (+25% empty reload), Runner (+15% speed when not shooting), Scavenger (+30% ammo drops), Executioner (+25% dmg to low-HP enemies), Iron Will (future knockback reduction)
    • 6 Active Abilities bound to [F] key: Adrenaline Rush (+30% fire rate & speed, 8s), Energy Shield (immunity, 4s), Pulse Scan (reveal enemies, 10s), Overclock (+100% damage, 6s), EMP Blast (stun nearby enemies, 5-tile radius), Emergency Heal (+3 HP instant)
    • Ability cooldown HUD with active duration bar, cooldown bar, and READY indicator
  • 12 Weapon Attachments Wired into Gameplay
    • Scopes: 10/20/30% spread reduction (Iron Sights, Red Dot, Holographic)
    • Grips: 15/25/35% additional spread reduction (Standard, Angled, Bipod)
    • Muzzles: Flash Hider (-50% noise), Compensator (+8% fire rate), Suppressor (-40% enemy detection range)
    • Magazines: Extended (+20% mag size), Drum (+50% mag size)
  • 31 Skill Tree Effects Fully Wired
    • Combat branch: Weapon Training, Armor Piercing, Weak Points, Vital Strike, Trigger Discipline, Speed Loader, Headhunter, Combat Mastery
    • Survival branch: Thick Skin, Vital Organs, Reinforced Suit, Ablative Plating, Combat Medic, Vampiric Rounds, Last Stand, Refuse to Die
    • Utility branch: Light Feet, Sprint Efficiency, Endurance, Second Wind, Scavenger, Lucky Find, Motion Tracker, Resource Master
    • Special branch: Adrenaline Rush, Berserker, Explosive Rounds, Chain Lightning, Overclock, Null Field, Extinction Protocol
    • Blast radius AoE, wall slide, blink dash, pierce, rarity modifiers, ammo efficiency, overdrive
  • EMP Stun System — Enemies within blast radius are stunned for 3s with blue visual tint
  • Scan Glow Effect — Enemies highlighted with green glow when Pulse Scan is active

Technical

  • Centralized abilityEffects.ts combat modifier system (~15 ops/frame)
  • Cached skill effect lookups for per-frame performance
  • Ability runtime with instant-duration ability support
  • EMP blast coordination via shared store with timestamp deduplication

[v0.4.1] - 2026-01-30 — Combat & Enemies

Added

  • New Enemy: Brood Hunter (#131) — Elite ambush predator
    • 40 HP, fast melee with burst rush attacks
    • Can start dormant and ambush unsuspecting players
    • Single cyclopean eye glow in darkness
    • 10-frame sprite sheet with idle, run, attack, hurt, death animations
  • New Enemy: Apex Scout (#134) — Fast flanker
    • 30 HP, fastest Apex unit with hit-and-run tactics
    • Retreats after attacking, erratic approach movement
    • Narrow visor slit glow in darkness
    • 10-frame sprite sheet with full animation set
  • Extended Weapon Arsenal (#156) — 5 new projectile types
    • Acid Sprayer, Cryo Cannon, Mining Laser, Nail Gun, Shock Baton/Energy Sword melee
    • Status effects: Burn DoT, Slow, Freeze, Stun, Armor Melt, Pinned
    • Smart Gun auto-aim targets nearest enemy
    • Nail piercing with 30% damage falloff per enemy
  • Weapon Balance Tuning (#160)
    • Adjusted damage, fire rates, and magazine sizes across 8 weapons
    • Rarity tiers now feel meaningfully different in DPS

Fixed

  • Building Door Bug (#162) — Doors now appear on both left and right walls at ground level
  • Fixed ammo type mappings for 6 weapons in Supply Crates and Drop Pods

Sprite Assets Created

  • Brood Hunter 160x16 sprite sheet (10 frames)
  • Apex Scout 160x16 sprite sheet (10 frames)
  • Batch rendering configs for 5 new projectile types

[v0.4.0] - 2026-01-26 — Audio & Marketing

Added

  • Main Menu Score — 6-layer procedural composition inspired by "Brave Soldat"
    • D minor key with industrial/dread atmosphere
    • Layers: Industrial Pulse, Corporate Dread, Tension Strings, Warning Pulse, Choir, Climax
    • Dynamic intensity slider for testing
  • Complete Sound Effects Library (82 procedural sounds)
    • Player SFX (17): Footsteps, jump, dash, weapon fire, reload, hurt, death, heal
    • Brood Enemy SFX (8): Crawler screech, drone chitter, spitter attack, acid sizzle, hunter growl, death, egg burst, broodmother roar
    • Apex Hunter SFX (9): Cloak activate/shimmer, stalker footstep, plasma bolt, disc throw, blade slash, target lock, apex death, elder roar
    • Item/Environment SFX (12): Pickups, crate open, drop pod landing, doors, terminals, alarm
    • UI/Menu SFX (35): Button hover/click, menu open/close, tab switch, slider, notifications, level up, skill unlock
  • Landing Page for deadshiftgame.com
    • Hero section with glitch effects
    • Features showcase
    • Faction overview (Brood & Apex)
    • Beta signup integration

Documentation

  • Social Media Marketing Implementation plan
  • Audio system technical specifications
  • Sound design philosophy per faction

[v0.3.0] - 2026-01-22/23 — Progression & Customization

Added

  • Weapon System (12 weapons)
    • Pulse Rifle, Shotgun, Flamethrower, Smart Gun, Plasma Caster
    • Shock Baton, Acid Sprayer, Cryo Cannon, Grenade Launcher
    • Mining Laser, Nail Gun, Energy Sword
  • Weapon Progression
    • XP system with scaling requirements
    • 10 visual tiers: Worn → Standard → Polished → Military → Tactical → Elite → Prototype → Apex → Corrupted → Void
    • Procedural tiers beyond 100: Infernal, Frozen, Toxic, Void+, Divine
    • Milestone unlocks: Scope (5), Grip (15), Muzzle (30), Magazine (50), Mastery skin (75), Prestige (100)
  • Attachment System
    • Scopes: Iron Sights, Red Dot, Holographic, Sniper
    • Grips: Standard, Angled, Bipod, Tactical
    • Muzzles: Flash Hider, Suppressor, Compensator, Energy
    • Magazines: Standard, Extended, Drum, Energy Cell, Organic
    • 300,000+ unique weapon appearance combinations
  • Skill Tree (4 branches, 31 skills)
    • Combat (Red): Weapon Training, Armor Piercing, Weak Points, Vital Strike, Trigger Discipline, Speed Loader, Headhunter, Combat Mastery
    • Survival (Blue): Thick Skin, Vital Organs, Reinforced Suit, Ablative Plating, Combat Medic, Vampiric Rounds, Last Stand, Refuse to Die
    • Utility (Yellow): Light Feet, Sprint Efficiency, Endurance, Second Wind, Scavenger, Lucky Find, Motion Tracker, Resource Master
    • Special (Green): Adrenaline Rush, Berserker, Explosive Rounds, Chain Lightning, Overclock, Null Field, Extinction Protocol
  • Abilities System
    • Passive (7): Jump Jets, Mag Boots, Smart Holster, Threat Detection, Nanite Ammo, Dead Man's Switch, Company Veteran
    • Active (6): Emergency Boost, Trauma Kit, Barrier, Pulse Scan, Auto Turret, Orbital Strike
  • Character Customization
    • 8 Helmets: Standard → Void
    • 10 Suit Colors: Company Yellow → Void Purple
    • 6 Backpacks: None, Standard, Oxygen Tank, Ammo Rig, Jetpack, Trophy Rack
    • 480 unique appearance combinations
  • Supply Drop Systems
    • Supply Crates: 6-state animation (Sealed → Opening → Open → Empty)
    • Drop Pods: Orbital delivery with 6 states
    • VTOL Dropship: Corporate supply runs (4 states)

Sprite Assets Created

  • 12 weapon pickups and held sprites
  • 20 attachment variants across 4 categories
  • 8 helmet variants, 10 suit colors, 6 backpacks
  • Supply crate, drop pod, and VTOL animations

[v0.2.0] - 2026-01-21/22 — Rebrand & Biomes

Changed — THE REBRAND

  • Name: Original concept → DEADSHIFT
  • Tagline: "Clock In. Survive. Clock Out."
  • Theme: Generic concept → Corporate Horror
  • Concept: Expendable contractor on hostile space stations

Added — Brand Identity

  • Logo: Skull with clock eye (left) + crosshair eye (right)
  • Color Palette (Horror Edition):
  • Faction Designs
    • The Brood: Insectoid hive creatures, chitin carapace, bioluminescent eyes
    • Apex Hunters: Cybernetic stalkers, featureless masks, orange visor glow
    • Shift Workers: Industrial pressure suits, Company yellow, expendable

Added — Procedural Generation

  • Terrain Generator (Python)
    • Multi-octave Perlin noise for organic caves
    • 4-pass cellular automata smoothing
    • Biome blending at boundaries
    • Structure template placement
    • Flood-fill connectivity checking
  • 4 Biomes
    • Station: Industrial decay, flickering fluorescent, corporate dread
    • Hive: Organic infestation, bioluminescent, acid pools
    • Jungle: Terraforming gone wrong, toxic spores, filtered sunlight
    • Wreckage: Destroyed ships, emergency red, hull breaches

[v0.1.0] - 2026-01-16 — Initial Development

Added

  • Player Sprite (16×16)
    • 8 animation states: Idle, Run, Jump, Fall, Attack, Hurt, Death, Crouch
    • Company Yellow suit color
  • Basic Enemy Sprites (16×16)
  • Core Concept
    • Survival horror roguelike
    • Procedural generation (Terraria-inspired)
    • Two hostile factions
    • Corporate dystopia theme

Technical Foundation

  • SvelteKit + Svelte 5 framework
  • Three.js with Threlte integration
  • Rapier physics engine (WASM)
  • Orthographic camera for 2D pixel art

Statistics

12Weapons
31Skills
13Abilities
12Attachments
12Recipes
82Sound Effects
10Enemy Types
4Biomes
300K+Weapon Combos
480Vanity Combos

Upcoming

v0.5.0 — Core Gameplay Integration

  • Prestige system with UI and rewards
  • Boss arena implementations
  • Save/load persistence
  • Knockback system (unlocks Iron Will passive)

v0.6.0 — Polish & Effects

  • Screen effects (scanlines, film grain, chromatic aberration)
  • Performance optimization
  • Balance pass on weapons and enemies

v1.0.0 — Launch

  • Steam Early Access release
  • Kickstarter campaign
  • Full tutorial and onboarding
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