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