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Ballistic.exeNewsdev_log.txt v1.0
Community

dev_log.txt v1.0

Ballistic.exe · published 16 Sep 2026, 15:00 UTC

All newsPlayers around this dateRead on Steam

07/05/26

This week I was mainly focused on building/improving the first map, by adding and setting up targets and special events:

  • Improved the "secret events" system that can trigger many things in a level by shooting secret targets or meeting some conditions

  • New screen that lists the uncovered secrets and clues as to what you can make happen in each level

  • Targets with an active bonus are now highlighted in red

14/05/26

I'd like to point out of the record - Most of these dev logs from here on out are going to include some sort of spoilers for the game, but I'll still share what I feel like sharing ^^ 

Added some supernatural events:

  • Flying knight helmet robot

  • Abnormal Teapot

  • Floating objects

22/05/26

Some modelling and programming for the shopping mall level - now has 4 different triggerable events/secrets, 8 different teleport points, some gnomes etc.

29/05/26

This week saw some additions:

  • Targets can now pop in a random location from a list, instead of always the same location

  • New target types with some secret behaviours to uncover: Payphone, Clock, Vending machine

  • New fun-to-shoot targets: popcorn buckets and candy bowls

07/06/26

  • Improve Shopping mall level design and geometry

  • Add new air gun pellets type, now 11 different pellets to choose from

  • Add new air gun bodies with increasing power

  • Tested many fonts and settled on a new one but still not satisfied

But that's not the big thing this week: The game ending is now implemented and fully playable! I know I say a lot of stuff is a spoiler when maybe it isn't really, but I think you'll agree this one definitely is.

19/06/26

WIP working on a big cleanup to implement the picking up of cartridges by the bolt, including only pushing the cartridge until it is caught in the extractor instead of attaching the cartridge directly - this is breaking a lot of stuff today which is why you don't get anything to look at…

Oh what the hell, here is a capture even though it's a little broken. Shows the drop slot inflation, the interpolation of magazine loading, the interpolation of cartridges inside mag, and WIP picking up the cartridge + new cartridges overlay

26/06/26

  • Finished setting up the new bolt behavior, and setup a good number of weapons to work with it, including the KRASA which feeds cartridges backwards from the magazine, pretty fun to see imo

  • Added functionality to switch trigger for weapons that need it (ie. the DIY shotgun only at the moment)

  • TUTORIAL! Yes, the game now has a tutorial for the essential mechanics, while still letting a lot of stuff up to you to discover and learn

03/07/26

Many new cartridges added, we now have 131 cartridges to play, distributed among 8 calibers - and 6 more calibers to go. Cartridge powder variance now implemented and functional, each cartridge has a unique powder load and its muzzle velocity will vary accordingly.

11/07/26

  • Calibration plane option so you can tell me all about what measurements are wrong, hurt me (but also check how sights are aligned when switching to weird sights)

  • cleaner background

  • much smoother controls

  • Many secret stuff

31/07/26

  • Range computer now displays a lot more information and is interactible, screen, console and instruments all have to be turned on

  • Added ambiance sound for valley range

  • Desktop menu SFX

  • Payphone SFX

  • Range computer SFX

  • Character movement SFX

  • Spotter SFX

today/09/26

I'm back, but I only have a number for you today: 121 

For the 121 bugs and issues fixed this week.

See you soon! Devlogs will from now be posted on Steam too ^^

Join the official Discord!

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