designing gameplay mechanics prototyping mechanics tuning the gameplay loop balancing gameplay tuning progression designing loot systems balancing the economy designing quest systems developing NPCs tuning AI behavior designing combat systems tuning weapons tuning damage tuning character stats designing inventory systems developing save systems designing progression systems tuning interactions developing loot systems designing crafting systems building gameplay prototypes testing new mechanics analyzing game balance improving UX polishing gameplay tuning the camera tuning controls designing UI testing user flows improving the gameplay flow optimizing FPS optimizing CPU usage optimizing GPU usage profiling performance analyzing memory usage hunting memory leaks optimizing level loading optimizing network code running load tests checking server stability designing network architecture testing multiplayer checking replication testing reconnects checking heartbeats analyzing latency checking ping optimizing queries checking Redis testing APIs configuring server infrastructure monitoring servers analyzing server logs checking queues monitoring server resources testing fault tolerance handling errors analyzing race conditions testing concurrent access checking service health building environments building game locations designing biomes generating terrain tuning lighting tuning the atmosphere creating VFX tuning materials setting up collisions optimizing levels refactoring code reading documentation writing documentation profiling code analyzing logs testing fixes checking for regressions planning technical tasks paying down technical debt designing architecture looking for a missing bracket hunting a bug that just disappeared fixing what was working breaking what I just fixed restarting the editor waiting for compilation waiting for shaders to compile watching the logs like a TV show adding another Print String adding another TODO creating a TODO for a TODO reading my old code not understanding my old code blaming Unreal blaming Redis blaming Gunicorn blaming the internet blaming myself drinking cold coffee making coffee instead of fixing the bug listening to the hum of the fans listening to my computer staring at the loading screen staring at an empty map pretending it was intentional pressing Play pressing Stop pretending it's almost done

Welcome to the development blog.

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ABOUT THE DEVELOPMENT

KEY MILESTONES IN THE CREATION OF THE GAME

Here I publish a digest of significant development milestones: new systems, gameplay mechanics and visual improvements. I only show what is actually finished and working.

Next update: when there is something worth showing.

THE IDEA

WHY THIS GAME EXISTS IN THE FIRST PLACE

I am making the game I would want to play myself. Sounds cliché? Maybe. But when I looked at modern AAA projects, there was always something that pissed me off: too casual, too shallow, poor performance, network lag, barely any content. The list could go on forever.

If nobody is making the game I want to play — I'll make it myself.

THE GOAL

NOT JUST MAKING A GAME

My goal is to create a quality product that:

I'm not trying to outdo the popular zombie hits. I'm trying to make my own game that can stand alongside them in terms of online presence — but with soul, detail and attention to all the little things that are so often missing from big projects.

I'm not promising a revolution. Every day I make the game a little better. It's not fast, it's not cheap — at least when it comes to nerves and time — and it doesn't always look pretty during development. But it works.

COMMUNICATION & FEEDBACK

LET'S TALK

I'm open to dialogue. Ask questions, suggest ideas, criticize constructively.

A good game isn't born in a vacuum. I'm making it alone, but the final product is made for you. Your opinion is the fuel that helps me stay on course.

How you can help:

THE END

JOIN IN

This blog is not just a list of updates. This is my diary.

Together we'll build something big. From scratch. On the fly. With soul.

See you.