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.

  1. 01 / PREPARE

    Town Concourse

    Resume a world-bound character, inspect equipment and visit the field medic.

  2. 02 / EXPLORE

    Seeded expeditions

    Travel through connected industrial rooms, a main route and an optional branch.

  3. 03 / FIGHT & FIND

    Earn the return

    Fight server-resolved encounters, collect confirmed loot and equip what you find.

  4. 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 FOCUS

Broader 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 FOCUS

Rarity, 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 FOCUS

Usable 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 FOCUS

Formal 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 FOCUS

Internet 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 FOCUS

An 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.

01

CURRENT 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.

02

PRESENTATION 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.

03

STORY 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.

04

SYSTEM DESIGN

Define the shared expedition

Resolve formal party admission, participation credit, difficulty and reward rules before extending the current shared-world expedition foundation.

FURTHER HORIZON

Housing 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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