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Weeks 5-6: From Tech Demo to Game

Main depot now matches the dev branch. If you were waiting for "stable"—this is it.

Here's the honest truth: everything so far was a technical demo. Networking works. Physics works. Hunter AI can prowl and guard and hunt in packs. Harvesters gather and return. Mines orbit and pulse. All the pieces are there.

But pieces aren't a game.

Complex behaviors aren't much fun without levels and maps. There needs to be a catch, a reason to switch modes and plan resources. So this week I'm shifting from tech to design.

Starting with tutorials. Slow-paced, serene scenes where you listen to the music and read on-screen tips. Each level introduces one mechanic, then moves to the next. Learn by doing, not reading walls of text.

View game pageHunter mode cycling is in. Default mode works. The others... they're there. Work in progress.

Under the hood:

  • Hunter AI with prowl, guard, and pack hunting behaviors

  • 3D spatial audio via FMOD

  • Multiplayer stability improvements

The behaviors finally have somewhere to live.