DEVELOPMENT / FIELD NOTES 01
FIELD NOTES · WORK IN PROGRESS
A FOUNDATION.
A WORLD AHEAD.
A safe town. A dangerous expedition. Something worth bringing home.
Khaotek’s native prototype connects authoritative combat, visible equipment and persistent possessions in a working town-to-dungeon loop. Here is what exists, what needs proving, and where the project is headed.
Local development build. These notes describe a locally tested native game foundation and early plans. A public game build and release date have not been announced.
01 / THE PLAYABLE FOUNDATIONLOCALLY TESTED
OUT THROUGH THE GATE.
BACK WITH YOUR STORY.
- 01 / PREPARE
Town Concourse
Resume a world-bound character, inspect equipment and visit the field medic.
- 02 / EXPLORE
Seeded expeditions
Travel through connected industrial rooms, a main route and an optional branch.
- 03 / FIGHT & FIND
Earn the return
Fight server-resolved encounters, collect confirmed loot and equip what you find.
- 04 / RETURN
Keep what matters
Bring committed possessions back to town and resume with them after restart.
02 / SYSTEMS IN DEVELOPMENTBRIEF / 19 OCT 2026
BUILT. TESTED.
STILL EVOLVING.
“Foundation” means implemented and locally validated in the recorded native build. These systems are still being refined; the next steps are not release commitments.
01FOUNDATION
Combat with consequences
Independent weapon hands, directional melee, travelling pistol rounds, stamina, shields and a brief melee parry window. Enemy navigation and threat are server-resolved.
NEXT FOCUSBroader abilities and enemy variety, encounter readability and final balance.
02FOUNDATION
Equipment you can see
Persistent item ownership, compatible equipment slots, a paper doll and visible gear. Inspect, swap, sort, drop or confirm destruction of your own items.
NEXT FOCUSRarity, rolled properties, enhancements, trade and a sustainable economy.
03FOUNDATION
A shared town
A safe Town Concourse with treatment, residents, service facades and a working expedition gate. Town weapons cannot damage players or residents.
NEXT FOCUSUsable interiors, housing, shops, schedules and cumulative story changes.
04FOUNDATION
Expeditions with a seed
Three to five authored room modules, a main route, an optional branch and return gates. The world’s seeded layout stays stable across startup.
NEXT FOCUSFormal party entry, selected difficulty, multiple instances and run lifecycle policies.
05FOUNDATION
Authority & persistence
A headless server owns outcomes. Clients predict movement and receive corrections. World-bound identities, loot ownership and committed possessions support the return loop.
NEXT FOCUSInternet deployment, production accounts, host administration and broader human testing.
06FOUNDATION
One encounter, many views
Isometric, cinematic, third- and first-person views share the same encounter. Visible gear, an imported prop/weapon fixture, a separate live director and local actor replay are in place.
NEXT FOCUSAn imported humanoid rig, production assets and readability across camera extremes.
03 / STORY DESIGNPLANNED STORY
THE AQUEDUCT.
An early story idea about restoring water infrastructure in a damaged industrial town.
The concept explores how individual and group contributions could help residents and improve the wider community. It is a starting point for story design; the gameplay loop has not yet been fleshed out.
Still to design
Objectives, solo and group participation, consequences for the town, character credit, rewards and follow-up stories. Specific routes, completion rules and persistent outcomes remain open.
04 / DEVELOPMENT PRIORITIESPRIORITIES, NOT DATES
PROVE THE NEXT STEP.
01CURRENT INVESTIGATION
Make dense combat readable
Finish the forty-enemy investigation: reduce entry stalls, review combat with a human player and prove the full durable loot and respawn loop before raising density.
02PRESENTATION FOUNDATION
Prove the character pipeline
Validate an imported character rig, readable production assets and loading/cleanup around existing gate transitions. Elevation needs shared gameplay rules before it becomes traversable.
03STORY DESIGN
Define the Aqueduct
Develop the water-restoration story concept. Work through objectives, solo and group contributions, town consequences, character credit and rewards before committing to a gameplay loop.
04SYSTEM DESIGN
Define the shared expedition
Resolve formal party admission, participation credit, difficulty and reward rules before extending the current shared-world expedition foundation.
FURTHER HORIZONHousing and shops. Equipment enhancements and trade. Consensual arenas. Broader world stories. Public mods and distribution. These remain future work, with scope and supporting decisions still open.
05 / UNDER THE SURFACE
THE ENGINEERING RECORD.
A snapshot from the supplied development brief. Local validation is evidence of a foundation, not a public hosting or performance guarantee.
Architecture & validation +
- Native stack
- Rust 2024 · Bevy 0.19.1 · pinned Lightyear 0.30.0
- Simulation
- 64 Hz authoritative server, with client prediction and correction
- Ownership
- World-bound characters; server-owned combat, loot and travel
- Persistence
- Versioned per-world JSON saves; committed operations precede published outcomes
The brief records 230 graphics-enabled unit tests, one inventory integration test and independent headless-server checks passing. Two-client local testing includes simulated 60/120 ms inbound latency and 5% packet loss.
Density investigation has reached forty enabled AI actors. Entry stalls, close-view readability and a complete credited loot/respawn/town-return sequence at that density remain unresolved. No player cap, minimum hardware or final FPS target has been accepted.
Technology and the supernatural share this world.
The next expedition is still being built.
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