Season 1 — Health and Safety Review

Vote

No round is open

Nothing is being voted on right now, and no launch date has been announced. There is no ballot on this page because there is nothing yet to press: no round has been run, no results exist, and the mechanism a vote would need does not exist either.

The build's schedule currently carries 2026-09-01 as the date its trial week would open. That is the value sitting in the season file, not an announcement. Until the developer commits to a date they are willing to keep, this page will keep saying so.

A vote is a promise. Missing a build after running one costs more trust than never having run one, which is why the round waits for a date rather than the other way round.

What is missing before a round can open

A date worth keeping

The cycle only works if the winner actually ships in the build that follows. One dated season the developer can finish beats four announced ones.

Somewhere to vote

Voting needs identity, and that is the hard part. The intended order is a Telegram login for identity and a supporter tier for weight — rather than an account system that would only be a weaker version of both. Neither is set up, and this site deliberately has no accounts.

People who have played them

A vote on descriptions elects whichever perk was written most loudly. This one waits until a trial week has happened.

Season 1 candidates

Three, all through the gate, all shipping inside the 0.3.0 build and playable while the trial phase is open. The values below are exactly what the resources set — per stack, on top of whatever the weapon and your other perks are already doing.

Static Cling

“Pellets lean toward targets and pass through one. Filing does the rest.”

Homing turn rate
+2.5 per stack
Pierce count
+1 body per stack
Stacks
Up to 3
Gate
Accepted

The shipped 0.3.0 resource now matches its description: each stack adds one body to the pellet's hit budget while keeping the measured homing modifier.

Overtime Pay

“Pellets come back to you after 0.7 seconds. So does the invoice.”

Return time
+0.7 s per stack
Self-damage
×0.4 of the pellet's damage if it hits you on the way back
Stacks
Up to 3
Gate
Accepted — returning pellets can hit their owner

A deliberate liability rather than an oversight. Self-damage is a thing candidates are allowed to have; boring is the failure mode this project avoids, not dangerous.

Budget Cuts

“Pellets are barely half the size and split once more. Procurement calls this efficiency.”

Projectile scale
×0.55 per stack
Extra splits
+1 per stack
Stacks
Up to 2
Gate
Rejected as first written, eased, then accepted

See below — this is the one that proves the gate is not decorative.

What the gate measured

Every candidate is run headless with the perk stacked to its limit, and judged on counted work rather than elapsed time: projectiles requested, peak occupancy of the 256-slot pool, and the share the central safety layer refused. Counters are identical on any machine; timings are not, and a threshold tuned on a fast PC would silently reject everything on a slow one.

Against the shipped weapon firing alone, the three candidates measure ×1.0, ×1.0 and ×7.6 the projectile work.

The rejection worth reading

Budget Cuts, as first written, added three splits per stack. Measured: 1,486 projectiles requested, 808 of them refused by the safety layer, and 255 of 256 pool slots occupied. It was bounded only because it was being held back — which is exactly the failure the drop-ratio check exists to name.

Eased to one extra split it measures 506 requested, about 6% refused and 117 slots, and was accepted. It was written by hand with the schema in view, by someone who knew what the gate checks. Generated candidates fail more often, not less.

The safety limits are not a tuning knob for spectacle. Raising them to let a flashy winner work would move the failure out of the perk and into the engine.

How the round will work when it opens

  1. Trial week. The candidates are live in the game. You play them; nobody votes yet.
  2. They switch off. A week of absence is what makes the vote a decision. The perk you miss is the one you liked.
  3. Vote week. One winner out of the three, weighted by supporter tier when there is one, and announced here with the count.
  4. Settled. The winner joins the permanent rotation in the next build. The losers stay on disk — a perk that loses one season may win another.

The rules of the vote