listening to the fans hum rereading my notes tuning the loot system designing quests writing NPCs creating bugs optimizing FPS making coffee making particles building biomes generating terrain building the save system testing settings making prototypes tuning the camera improving UX organizing configs balancing diseases listening to sirens outside building trap systems copying from a forum reading documentation looking for the bug finding another bug fixing the old bug breaking what worked restarting the editor waiting for compilation waiting for shaders drinking cold coffee watching the Output Log looking for a missing bracket rebuilding the project checking collisions opening a Blueprint closing a Blueprint debugging at night testing in the morning not knowing what I fixed pretending it was intentional adding another Print String watching the logs tuning the lighting adding fog removing fog adding dirt building abandoned places placing trash hiding stashes balancing loot breaking the economy fixing the economy checking Redis fixing the API restarting the server reading Gunicorn logs blaming Gunicorn checking the heartbeat checking the ping optimizing requests hunting a race condition arguing with Redis arguing with Unreal checking memory hunting a memory leak testing the load running five servers testing reconnects checking tickets checking the queue freeing a slot waiting for a slot writing documentation reading old code rewriting old code creating a TODO closing one TODO opening two more listening to the rain listening to the silence listening to the PC watching the loading screen staring at an empty map imagining future players inventing new mechanics cutting new mechanics testing at night testing again pressing Play pressing Stop pretending it's almost done

Welcome to the development blog.

UPDATES
UPDATES
01

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.

02

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.

03

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, comrades. I'm promising honest work. 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.

04

COMMUNICATION & FEEDBACK

LET'S TALK

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

Why am I writing this? Because 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:

05

THE END

JOIN IN

This blog is not just a list of updates. It's a diary of a madman who decided that AAA is accessible to anyone with enough will, time and passion.

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

See you.