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SPEARHEAD: Breakthrough DevLog 09

It’s still blazing hot outside... We really need some rain!

Unfortunately, this dev log doesn’t come with a video. :(

Some of the goals from the last update have been delayed, but we’ve managed to make progress on other areas instead. Let’s get into it.

Completed Work

  • 4 New Head Arts Delightful Morning · Nuclear War · The Darkness Within · When the Curtain Falls

  • Modular Wall System

    Placing walls piece by piece was causing optimization issues, so we introduced a new modular wall feature. No matter the placement direction, walls now connect seamlessly and are processed as one continuous structure.

  • New Shadow & Lighting System

    The old Unity 2D Light system didn’t quite fit the top-down shooter perspective, so we built a brand-new shadow system specifically for objects.

    Shadows now dynamically adapt to the player’s position, making environments feel more three-dimensional without obstructing gameplay.

    After months of trials, we split light into four categories:

    Light around the player

    Light that blocks vision beyond walls

    Light that defines objects

    Diffused light that scatters through doors, windows, and open spaces

    These work together to make darkness meaningful, while shadows organically shift along with the light system. This was one of the longest tasks, right alongside the Overseer AI.

  • Importance of Darkness

    Shadows are now fully implemented, interacting with the light system to create tension and depth in every encounter.

  • New Special Enemy – Foamer

    A new type of enemy has been added: The Foamer, which sprays bubbles to obstruct and threaten players.

Work in Progress

  • Chapter 1, Act 1 Map

    Still under heavy development.

  • Overseer AI

    This has been the most time-consuming task of the past two months.

    The Overseer tracks player progress in real time and dynamically adjusts difficulty within the chosen difficulty range.

    It takes into account player health, pacing, number of enemies, and more to fine-tune pressure on the squad.

    Importantly, the Overseer never lowers difficulty below what the player selected. If you choose “Hard,” it won’t reduce it to “Easy.”

    The core system is complete, and we’re now preparing pressure and flexibility tests.

  • Lobby

    Foundations are in progress.

  • Enemy Placement System

    Our enemy spawning system for Spearhead: Breakthrough is inspired by several different games.

    There are three main types of “Walkers”:

    Wanderers – roam the map aimlessly

    Aggressives – detect and chase players quickly

    Horde Walkers – appear in groups during assaults

    This system will continue to evolve over the coming months. It factors in player position, visibility, health, ammo, combat state, and game progress to spawn enemies dynamically. Every run will feel different, with encounters adapting organically.

Next Goals

  • Stress system for the Overseer

  • Refined player movement speeds

  • Player code cleanup

  • Rework on debris when enemies are destroyed

  • Implement object destruction

  • Rework fragments, bullet holes, and smoke effects

  • Additional lobby features

We originally aimed for a closed test by the end of the year, but with the extra workload, it’ll likely be pushed back. We’ll keep moving as quickly as we can—thanks for sticking with us to the end!

As always, questions are welcome.


No! This is NOT fine! It's burning hot!