CHAOS LAB · DEVELOPMENT LOG

Development history

How the lab changed through decisions, experiments and feedback. Latest changes first, earlier stages below. Balance and animation are still evolving.

0.5.0 · First feedback → changes

Compact live perks, Z/X/C selection, a 20-second interval and preserved earned choices. Slower level progression and a gentler first minute. Four weapons and their ammo at the bottom center.

Staged UI capture from September 10: three levels granted and the nailer empty. Enemies removed to check readability.
Staged UI capture from September 10: three levels granted and the nailer empty. Enemies removed to check readability.

Weapons, voices and a reactive arena

Hero animations for shotgun, nailer, flare and crowbar; casings, nail trails and smoke. Monitors and panels take damage. Character voices react to waves, perks and panic. These experiments ship in 0.5.0.

Staged Godot capture sheet, September 9. Weapons and props from the game, not a poster.
Staged Godot capture sheet, September 9. Weapons and props from the game, not a poster.

0.4.0 · The industrial lab

Three sprite enemy types, an industrial arena, readable pickups and visible projectiles. Packaged audio, weapon switching and initial health display fixed; volume controls and EN/RU caricature voices added. The perk generator gained a separate developer tool.

0.4.0 captures from the September 8 Telegram demonstrations: scripted movement/spawning and pre-granted perks.
0.4.0 captures from the September 8 Telegram demonstrations: scripted movement/spawning and pre-granted perks.

Early public builds and website

The core loop took shape: movement, shooting, perks, waves and a run report. Portable Windows builds, update checks and the EN/RU site followed, then download statistics and a feedback link.

Next

We are testing combat readability and early difficulty, then developing voice scenes and how new perks are introduced. These are directions, not promised dates.