2026-10-15

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 felt clunky, and worked through the list. We also tracked down a crash that had been turning up every so often for a while.

One look across the whole interface

The inventory: see-through grunge panel, cut corners and a green glow
The inventory: see-through grunge panel, cut corners and a green glow

The menus now share the same look as our dashboard and website. Every panel, slot and bar has its top-right and bottom-left corners cut off, with a worn, grungy texture and green highlights. Before, there was a mix of rounded corners, square corners and plain flat boxes.

The rest of the screens follow

Looting a crate: your bag on the left, the crate on the right
Looting a crate: your bag on the left, the crate on the right

The loot window, the item tooltip and the death screen now use the same panel. The death screen used to cover the whole screen. Now it's a smaller window in the middle with the green glow, and you can still see the world through a red haze around it.

The new death screen
The new death screen

Crafting moves into the menu

The Crafting tab at a workbench
The Crafting tab at a workbench

Crafting used to be its own overlay on top of the inventory. Now it's a tab in the player menu, next to Inventory and World Map. It shows a picture for each recipe, what you have against what you need, and a Craft button.

Benches open the menu straight on the Crafting tab, and each bench lists only its own recipes. You can keep walking while the bench menu is open, and walking away closes it. The benches themselves are bigger now, around waist height, so they don't look like toys.

Smaller changes from playtesting

The crash

For a while the game crashed every so often while you were moving around the map, with no obvious cause. This time we caught it in the logs and traced it.

To save performance, a parked car stops simulating physics once it has settled. The physics engine still remembered the patch of ground under its wheels, though. When you walked far enough away, that ground unloaded, and the next time the engine checked the car it read ground that no longer existed and crashed. It turned out to be a known bug in the engine itself.

Now a settled car fully lets go of its physics, and picks them back up when it needs to move. We tested it by parking cars, wrecking one and repairing it again, and teleporting around the map so areas unloaded and reloaded. Nothing crashed. The crash used to be random, so we'll only be sure once we've had some longer play sessions without it.

What's next

The game is starting to look like one game rather than a pile of parts. Next is making it play like one from start to finish.

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