Systems
The pieces of the framework and how far along each one is. Updated as things move — including backwards.
In progress 8
Core loop
In progressRun start, room clear, death, restart — the shape everything else hangs off.
Data-driven content
In progressEnemies, weapons and rooms defined as data, so an asset pack swap is a content change and not a code change.
Room generation
In progressArena, set pieces, decks.
Combat feel
In progressHit reactions, timing windows, feedback.
Enemy pathing and behaviour
In progressBodies that route around cover rather than strafing blind, casters that reposition instead of standing and trading, and enemies that do not shoot through each other. No pathfinding: they walk, notice they have stopped getting anywhere, measure where the wall ends, and go round it.
Meta progression
In progressWhat persists between runs, and the hub room that shows it. Start, death and restart all land here. Crafting moved to its own milestone on 2026-09-07.
Socketing and crafting
In progressThe bench, the vice, gems and runes - modifying a weapon between runs. Split out of Meta progression on 2026-09-07, once it had grown its own furniture, tools and interaction flow.
Runs on the device
In progressThe standalone build is playable end to end, not just measurable. Distinct from Quest Link, which resolves startup ordering differently and doubles every draw distance, so a feature can work there and be dead in a build.
Planned 3
Run layout
PlannedSeeded room ordering and connection.
Enemy tiers and affixes
PlannedTiers beyond the three archetypes. Prefixes and suffixes that grant real moves rather than bigger numbers, elites and champions, and segmented bosses that retreat and change the room between phases. Difficulty by composition, never by health.
Asset pack swap test
PlannedThe real experiment: drop in a different pack and see what actually holds up.