Devblog
Development updates on Beyond, posted as the systems come together. This devblog also runs on itch.io.
Devlog #20: The world finally sounds alive (and the crows are fair game)
Until now Beyond was a quiet place. You could walk through a whole town and hear nothing but your own gunshots. This update is about fixing that: footsteps, a l…
Devlog #18: A scrap M4, hands on the wheel, and drag and drop
This round covers 21 and 22 October. We added a second scrap rifle and made car lights actually light the road. The driver now holds the steering wheel properly…
Devlog #19: Tattoos you earn, ink that grows with you
This one is all about skin. In Beyond you play a clone, and clones carry faint memories of the bodies before them. Tattoos are how that history shows: marks you…
Devlog #17: Faster frames, a proper build of the game, and real models for loot
This round covers 20 October. We spent the day getting Beyond to run faster and to work as a real packaged game, the kind you double-click to launch, not just i…
Devlog #16: A toxic city, cracked visors and a better way to build
This round covers 19 October. The ruined city now sits under a green toxic storm that you can only walk into with a gas mask, and that mask's visor cracks as it…
Devlog #15: A real front door, a day that ends, and 25 ways to hit things
This round covers 18 October. Beyond now opens on its own main menu, keeps your world between sessions, has days, nights and weather, and picked up a big batch …
Devlog #14: Wildlife, a scrap bow, and forests you can get lost in
This round covers 17 October. It was a long day: armour you can modify, building tiers finished, the first animals, a bow, and a big pass over how the map looks…
Devlog #13: Armour made from road signs, and workbenches that keep working
This round covers 16 October. It's in two halves: the first piece of scrap armour, and a big change to how crafting benches and furnaces work.…
Devlog #11: A new look, crafting in the menu, and a crash finally caught
This round covers the last two days of work, and it was mostly about how the game looks and feels when you open a menu. We played it, wrote down everything that…
Devlog #12: Blueprints you keep, a forest you can chop, and droids on patrol
This round covers the rest of 15 October. It's mostly about the world: there's a lot more of it to chop and mine, and there's now something walking the towns th…
Devlog #10: Pickaxes, ore veins and the first real crafting chain
Last time we built towns. This round we went underground, or at least as far as the rocks lying around the map. You can now take a pickaxe to the boulders scatt…
Devlog #9 — Five towns, and the world starts to look lived-in (and left)
The last few rounds were all about cars. This one finally turns to the world they drive through. We cleared out the old barns and house clusters on a copy of th…
Devlog #8: Armour plating finished, and a .50 cal for the tub
This round wrapped up the vehicle armour work from last time across the whole fleet, added items for wheels and bull bars, and put a crew-served .50 cal on the …
Devlog #7 — Guns from parts, and armour for your car
This round had two big builds running side by side: guns you build out of parts instead of picking up a finished rifle, and armour plating you can bolt onto you…
Devlog #6 — Fuel, fire, food and drowning
This round was about the stuff that keeps you alive between fights. Cars now need fuel and can be wrecked. Benches need power or gas to run. Food actually does …
Devlog #5 — Dressing up, building up, and finally getting wet
This round was about the player: what you wear, what you find in boxes, what you can build with it, and a handful of things that made the world feel broken the …
Devlog #4 — Cars that open, cars that die, and doors you can steal
We spent this round on everything that happens to a car before and after you get behind the wheel. Doors, bonnets and boots now open on all 13 cars. Cars need r…
Devlog #3 — Stone walls, loaded crates, and thirteen cars on the road
This update is less "look at the shiny new thing" and more "the actual game is forming underneath it." Building got a second tier, loot got spread across the wh…
Devlog #1 — Clones, gas masks, and the first steps into Beyond
I've started building Beyond, a first-person survival shooter set after a war that nobody really won. You wash up on a beach with nothing, not knowing where you…
Devlog #2 — Building the gun pipeline: parts, the Judge-45, and an editor that packages straight to Unreal
This week wasn't about a single gun. It was about building the machine that makes guns — a parts library, a kitbash process proven on one revolver, an in-house …