
07/05/26
This week I was mainly focused on building/improving the first map, by adding and setting up targets and special events:
Improved the "secret events" system that can trigger many things in a level by shooting secret targets or meeting some conditions
New screen that lists the uncovered secrets and clues as to what you can make happen in each level
Targets with an active bonus are now highlighted in red

14/05/26
I'd like to point out of the record - Most of these dev logs from here on out are going to include some sort of spoilers for the game, but I'll still share what I feel like sharing ^^
Added some supernatural events:
Flying knight helmet robot
Abnormal Teapot
Floating objects

22/05/26
Some modelling and programming for the shopping mall level - now has 4 different triggerable events/secrets, 8 different teleport points, some gnomes etc.
29/05/26
This week saw some additions:
Targets can now pop in a random location from a list, instead of always the same location
New target types with some secret behaviours to uncover: Payphone, Clock, Vending machine
New fun-to-shoot targets: popcorn buckets and candy bowls

07/06/26
Improve Shopping mall level design and geometry
Add new air gun pellets type, now 11 different pellets to choose from
Add new air gun bodies with increasing power
Tested many fonts and settled on a new one but still not satisfied
But that's not the big thing this week: The game ending is now implemented and fully playable! I know I say a lot of stuff is a spoiler when maybe it isn't really, but I think you'll agree this one definitely is.

19/06/26
WIP working on a big cleanup to implement the picking up of cartridges by the bolt, including only pushing the cartridge until it is caught in the extractor instead of attaching the cartridge directly - this is breaking a lot of stuff today which is why you don't get anything to look at…
Oh what the hell, here is a capture even though it's a little broken. Shows the drop slot inflation, the interpolation of magazine loading, the interpolation of cartridges inside mag, and WIP picking up the cartridge + new cartridges overlay

26/06/26
Finished setting up the new bolt behavior, and setup a good number of weapons to work with it, including the KRASA which feeds cartridges backwards from the magazine, pretty fun to see imo
Added functionality to switch trigger for weapons that need it (ie. the DIY shotgun only at the moment)
TUTORIAL! Yes, the game now has a tutorial for the essential mechanics, while still letting a lot of stuff up to you to discover and learn
03/07/26
Many new cartridges added, we now have 131 cartridges to play, distributed among 8 calibers - and 6 more calibers to go. Cartridge powder variance now implemented and functional, each cartridge has a unique powder load and its muzzle velocity will vary accordingly.

11/07/26
Calibration plane option so you can tell me all about what measurements are wrong, hurt me (but also check how sights are aligned when switching to weird sights)
cleaner background
much smoother controls
Many secret stuff
31/07/26
Range computer now displays a lot more information and is interactible, screen, console and instruments all have to be turned on
Added ambiance sound for valley range
Desktop menu SFX
Payphone SFX
Range computer SFX
Character movement SFX
Spotter SFX

today/09/26
I'm back, but I only have a number for you today: 121
For the 121 bugs and issues fixed this week.
See you soon! Devlogs will from now be posted on Steam too ^^

