Developer postOriginal post (opens in a new tab)

World 1 Complete and the Evac Route Fully Alive

Hey Agents

November was about one thing: finishing the full in-and-out loop and making it run fast, stable, and destructive.

A few highlights straight from the changelog:


🏃 Evac Route

World 1’s evacuation route is now fully complete.

  • All major rooms received their destruction pass

  • Collapsing ceilings, breaking floors, falling debris

  • The final collapsing segment is clearly telegraphed

  • Structural differences between the way-in and way-out are now consistent

The whole exit path finally feels like Situation Normal.


⚙️ Physics & Performance

A lot of time went into making chaos cheaper.

  • Added a simple physics LOD system

  • Simplified explosions across the board

  • Smarter debris culling to prevent lag spikes

  • Updated physics defaults for smoother gameplay

Runs better everywhere, including weaker machines.


🎮 Gameplay

Small tools, big impact.

  • Added dodge roll with a short invincible window

  • Enemies detect floors properly and react more reliably

  • Player-in-front logic improved

  • Rolling and dashing feel tighter


🔊 Audio

Foundations for better mixing later.

  • Initial sound ducking system added (not yet active)

  • Cleaned up and reorganized sound classes


🧭 Level Design & Signals

More clarity, less confusion.

  • Added the final corridor leading toward World 2

  • Crack and collapse telegraphs are clearer

  • Objects that are “active” are now visible at a glance


🧪 Playtesting

We have 3 playtest slots open for December. If you want to help test the build, reach out via Discord


The first world is complete, the evac route is alive, and the new build is up on Steam.
The game’s getting sharper, clearer, and more reactive with every pass.

Stay operational,
— Artificials

Infiltration

Exfiltration