Hey folks!
First off, I just want to say — I know it’s been a while since the last dev update, and I’m truly sorry for the radio silence. Life got a little hectic these past few months (as it does), and I had to focus on some real-world responsibilities.
That’s the reality of being a solo dev — there’s no team to pick up the slack when things get busy.
But I’m back now — and with actual progress to show!
🧪 Prototyping the Core Gameplay (in the Browser!)
Instead of jumping straight into Unreal, I decided to build a browser-based prototype first — a simple, web-playable version to lock in the core mechanics, make iteration faster, and test systems more freely. It’s rough, but it works!
Here’s a screenshot of the current state:

In this demo, you play as a scout navigating a post-apocalyptic landscape with your cybernetic pet. The mechanics currently implemented include:
🟡 Player & Movement:
You (Yellow) explore the map using W/A/S/D.
Your pet (Pink) follows and scouts with its own field of vision.
🔴 Enemies:
Roaming enemy patrols appear on the map. You’ll need to avoid detection and use your visibility wisely.
🗺️ Fog of War + Field of Vision System:
- Black = Unexplored
- Dark Grey = Remembered
- Mid Grey = Your current vision
- Light Grey = Your pet’s vision

🌲 Hex Map Terrain Types:
The map includes various biomes and obstacles:
- Mountains (Dark Grey) = impassable
- Lakes/Ponds (Blue shades) = slow or impassable
- Forests & Grass (Green tones) = varied terrain traversal
- Beacon (Blue B) = your final objective
- Start Point (Bright Green S) = where you begin

🎯 Mission Objectives:
- Explore 80% of the map
- Keep your pet safe
- Reach the beacon
- Avoid enemies
🔄 The Plan Moving Forward
This HTML-based version is already helping shape the single-player experience — giving me clarity on how vision, movement, patrols, and map design feel together. The goal is to:
- Complete this web prototype with core mechanics fully testable
- Use it as a tool for gameplay design and feedback
- Then move into Unreal Engine to develop the full visual/top-down version with combat, animation, UI, and networked logic.
🎯 Next Focus
- Add basic interactions and patrol logic to the enemy creeps
- Implement simple turn-based stealth mechanics
- Begin the early transition from prototype to Unreal Engine (while keeping this browser version for testing and iteration)
Thanks so much for sticking around, even through the quiet weeks. Being a solo dev is hard, but having even a small community watching the journey makes it all worth it. If you’re curious to try the browser prototype or help test it in the future — stay tuned.
More soon,
—B.