Build log
Built in public, every day.
Day 25. 7,500+ commits, built with Claude Opus 5.5. Deep dives live in the devlog.
Day 25. The Forge runs in your browser: make game-ready 3D models free and download them. Windows and Linux 0.3.1 are out, sign-in with Google is live, 3D games in the Arcade got sound, fog with light beams, particles and graphics that climb to your device's limit, and the browser editor got resizable panels and the 334-piece Pixel Meadow pack. The site got a menu on every page and a new page on how Arcwright works.

Day 24. Arcwright Beta 1 is out: Make mode, five sample games you can open and take apart, and the Vulkan renderer. It runs on Windows, Mac and Linux, including the Steam Deck. In the browser, the Arcwright Arcade has 13 games you can play on a phone or a computer, and the 2D editor runs right in the page.

Day 23. Reloads done by hand: a rifle magazine comes out and a fresh one goes in, the RPG takes a new rocket, and the pistol's slide locks open on its last round. The soldier for the zombie game got his helmet, plate carrier and boots, and stood in the haunted mansion for the first time. Two caves were also carved into Hollowreach, our 12 km open world.

Day 22. A new zombie map, the Ashgrove foyer: boarded windows zombies tear open one board at a time, wall buys, and a fuse box that brings the power and an arcade cabinet back to life. The materials moved to real photographs (weathered boards, cracked plaster, brick behind torn wallpaper), and light now bounces around the room in real time.

Day 21. Our own physical reactions system: zombies that fight to keep their balance, buckle and catch themselves when shot, and get back up, plus hitboxes fitted to every body. The full story is in the first devlog.

Day 19. The Zombie Woods, rendered live in the engine: about 490 trees and a wooded horizon around the valley, photo-based bark with moss, and a forest-day light with shafts between the trunks and haze deep in the woods.

Day 15. Lanternfall is finished: four levels, two shrines and a boss, exported as its own signed Mac app. Night Shield flies from the carrier above the clouds, and the Early Access build is being packaged.

Day 11. The first launch in our space game: from the pad to space, 112 km up, then the moon from orbit. Lighting got faster too: many lights at once and cached shadows on the GPU.

Rain at night on wet streets, reflections, a working Fresnel lens, sculpted canyon walls, and a timeline for directing scenes.

A whole house made in the engine: the structure, the furniture, the bathroom and the roof.

1,113 tests, 0 failures. The Windows version builds and passes its tests. One typed line made a face with 52 expression shapes and strand hair.
A 2D platformer joins the engine, and a bot beats all three levels. PC and Steam Deck four-light shadows are in. The Backrooms horror game is playable.
The whole loop on camera: a request typed in, Castaway built in the editor by Claude Opus 5.5, a bot plays it to the end, and the proof comes back. 11 of 11 tests, 10 of 10 wins, 60 fps.
728 tests, 0 failures. First playtest with a controller in hand. Named it Arcwright.
Running on Steam Deck at 60 fps. Finish times match the Mac to the hundredth of a second.

Castaway, Circuit and Harbor Run built. The bot wins all three.

First commit at 5:27 am. Before 8 am, an agent had built a stealth level live in the editor.
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