It’s late autumn already.
The season of ripening crops and sweet, rich fruit...
Hmm, perfectly ripe fruit. Sounds delicious.
Unfortunately, this month’s development log is quite short —
there was a small accident, and I spent a month in the hospital...
Still, I’d like to show you what I’ve managed to prepare.
Let’s get right into it.
[Completed Work]
Reworked bullet impact and hit effects
Surfaces like walls, objects, enemies, and the ground now produce unique visual effects —
different sparks, smoke, and particles depending on the material hit.
All previous pixel-style effects have been removed and replaced with these new ones.
Fully destructible objects
Some objects are now completely destructible.
Objects made of durable materials such as metal, stone, or thick composite fiber won’t shatter,
but they can still take visible damage on the surface.
These serve as perfect cover for players and obstacles for enemies.
On the other hand, weaker materials — wood, plastic, and fragile debris —
will break apart after taking sustained damage,
allowing players to open new paths or discover hidden routes.
Large objects now provide full cover.
Once destroyed, destructible large objects can be climbed over or used for attacks,
adding more tactical options during combat.
[Work in Progress]
New special enemy: “Stalker”
The new special enemy, Stalker, hides outside the player’s line of sight —
often lurking behind large objects mentioned earlier.
It can set traps along the player’s path or ambush when approached too closely.


Upgraded Overseer: Model 3
Our previous Overseer, mk.2 (as we’ve been calling it),
had serious performance and optimization issues — even a few game-breaking bugs.
We’re now rewriting and expanding it into mk.3,
which includes over 3,000 lines of new code and major improvements.

Still needs some work, but it’s getting there!
[Next Goals]
Lobby UI implementation
Stress system testing
Complete Overseer mk.3
Character selection system
Add the Stalker enemy
Add new environmental objects
Development has been slower than expected due to health issues,
but we’re finally back on track.
Hard to believe this is already our 10th dev log — time really flies.
Let’s make the end of this year a great one together.
As always, questions are welcome!
here`s Stalker!