Developer's Note: Last month was "the longest, sweatiest sprint" and this month I went and shipped a lighting overhaul, a full NPC captain ecosystem, rebuilt the tech tree from scratch, and decomposed eight core game systems where the codebase needed to be split into smaller pieces for sustainable development--it's a pain in the rear to troubleshoot a single file that has dozens (or hundreds) of interconnected functions! Three weeks, and almost a thousand commits if you count all the worktrees. I may have a problem.
The good news is that the game is finally starting to feel the way the design doc says it should. Combat looks dramatic and explodey. The first time I loaded a playtest and got to see a coordinated volley of plasma cannons throw muzzle flashes that illuminated my ship, incoming fire lighting up shields, and engines casting glows off the hull--not gonna lie, I got a little emotional. We've had global illumination working for a while, but just a single light source to help show depth--this is another level entirely. Anyway. Proud papa moment done--moving on! The galaxy actually has a memory of what you've done to it now. Progression has a real visual home. The stuff I tore out last month — Research trees, anomaly stacks, parallel progression pipes — I didn't feel the loss from any of it. Everything that landed this month builds on what's left and it all flows together smoothly--it was absolutely the right call to trim things!
The bad news is, after I tore eight massive files apart, I've got a solid week of fixing all the stuff I broke before I can have fun again. So if you're one of the saints playing the alpha build, and weird things happen, please yell!