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NoteDevlog

Close-range gun aiming now solves from the mounted gun mouth

In Shattered Rift, close-range gun aiming has been repaired by solving from the actual mounted gun mouth rather than just the pivot. In a controlled test at about 14 m, the shared aiming error fell from 1.236 degrees to 0.000333 degrees, and two projectile contacts reduced a target from 12 HP to 10 HP. One actor was placed once with its physics frozen for the test. The 9.5-second native clip is 1080p/60 output, not proof of sustained 60 FPS on hardware. Moving charge footage and NPC integration remain under review.

Shattered Rift
NoteDevlog

New blaster shots now appear at the gun mouths from the first frame

In Shattered Rift, the first visible frame of new blaster shots has been repaired. In the captured route, all 148 new shot tails now meet the ship's displayed gun mouths; the earlier route showed gaps of roughly 9.8 to 19 meters. New bolts now wait until the view reaches their launch moment, while their launch, speed and lifetime are unchanged. The attached 11-second 1080p60 video is native capture with audio, not proof of sustained 60 FPS on hardware. The screenshots compare different poses and worlds. Close-target, lock, incoming-fire and beam review remains open.

Shattered Rift
NoteDevlog

Destroyed ships now break up with a thin ring, not a filled sphere

In Shattered Rift, the large filled death sphere has been removed and replaced with a thin open ring and a compact flash. The separate breakup flash, its light and whole-fragment emission were reduced so neighboring ships remain clearer. Original hull pieces, motion and damage behavior are retained. The player-camera clip and image are compared with an earlier sphere image in a controlled chain corridor; poses are not pixel-aligned. Output is fixed 1080p60 offline, not sustained 60 FPS on hardware. A residual white fireball core, flat fragment materials, close aiming, loading and the full AAA target remain open.

Shattered Rift
NoteDevlog

Chain arcs now follow real surfaces as targets move

In Shattered Rift, moving chain arcs now follow real surface endpoints instead of leaving world-fixed rectangles. A same-frame defect let a second chain hit an already-dead enemy; queued targets are now skipped, with damage and order on surviving targets preserved. Mining reward streams keep their full length and follow the belly through motion and fade. The player-camera clips use a controlled three-enemy corridor and one relocated deposit as test setup. They are offline 1080p60 output, not sustained 60 FPS on hardware. The explosion sphere and bloom, close combat, art, loading and performance remain open.

Shattered Rift
NoteDevlog

Power beam now fires from the ship's front gun

In Shattered Rift, the power beam now starts at a real front-gun bore, with a narrow throat that clears the ship's armor. The sideways wing-to-nose charging tubes have been removed, and release pulses follow the gun joint. Primary fire stays available while charging, pauses during the one-second power beam, then resumes while held. The attached gameplay preview was captured slower than real time, so it does not show sustained 60 FPS. Close and locked combat, world, art and performance work, and the full AAA target remain open.

Shattered Rift
NoteDevlog

Shots now leave the ship's real gun mounts

In Shattered Rift, the ship's real gun assembly now clears the nose armor, and bolts leave from its mounted gun mouths. Shorter colored streaks reduce glare. The attached clip runs the normal game world and AI with fixed replay inputs, with no actor teleports or camera replacement, and uses the default smooth ship and camera presentation. Hull and shield contacts passed separate checks; this clip shows no close lock or incoming damage. Extreme-down framing, charge clearance, upward harvesting, loading, real-time 60 FPS and the full AAA target remain open.

Shattered Rift
NoteDevlog

Charge effects get a single filament and local armor hit pulses

In Shattered Rift, charge effects now use one attached inner filament instead of overlapping charge tubes. Sparks are more compact and fade sooner, and hits show a local armor pulse instead of a full-hull white flash. The first image shows the current charge effects. The second shows the earlier weapon-effect recipes in the same current game. Both are player-camera controlled-combat captures with live waves and slightly different timings. World sunlight wash, ordinary combat, camera occlusion, primary bolt brightness and the full AAA target remain open. These screenshots are not proof of sustained 60 FPS.

Shattered Rift
NoteDevlog

Bolts now hit the nearest actual ship or crystal surface

In Shattered Rift, bolts now hit the nearest actual ship or crystal surface, with no predictive crystal hits. Charged damage follows the visible tapered beam, and close-range camera and gun parallax is corrected. In a controlled test against a moving core, charge delivery rose from 2 to the intended 7 HP. Impact flashes, rings and projected marks now follow the meshes they hit. The images are player-camera frames with scripted aim and a staged setup. Bloom, readability, ordinary-combat coverage and full AAA work remain open, and these captures do not prove sustained 60 FPS.

Shattered Rift
NoteDevlog

Weapon bolts get thin-core streaks so they stand apart from stars

In Shattered Rift, weapon bolts were too easy to confuse with stars. A new thin-core readability pass draws each shot as a short, bounded streak of the path it has actually travelled. The streak does not change damage, speed, hit sweeps or cadence, or steer old shots toward a new reticle position. The images show the baseline, then the new pass. They are player-camera captures from nearby moments, not an exact matched comparison. Ally fading beams now follow their emitters and moving targets. Impact placement, close combat, simultaneous weapons and the wider performance review remain open.

Shattered Rift
NoteDevlog

Forest canopy blobs become branching trees

In Shattered Rift, the forest's solid green canopy blobs have been replaced by branching trees with textured bark and cutout leaf silhouettes. The trees use four detail levels. The attached after-and-before images are player-camera captures from the same moment, with the camera, ship, all 2,200 placements and their colours matching exactly. This is an iteration, not a finished pass: canopy density, a full review of wind and detail-level transitions, terrain and material polish, and sustained 60 FPS and AAA quality all remain open.

Shattered Rift
NoteDevlog

All 645 city buildings now use the architecture kit

In Shattered Rift's working city pass, all 645 buildings now use the architecture kit, up from nine before. Each site has four foundation posts that reach the terrain. The attached before-and-after frames come from the player camera at the same moment in flight. Checks against the drawn terrain found no sampled support feet floating and no sampled building floors buried beyond one metre. Side and rear facade detail is still being refined, and the largest terrain gap needs a closer review. This is progress, not final AAA quality or 60 FPS acceptance.

Shattered Rift
NoteDevlog

City towers gain side and rear service bays

In Shattered Rift, the remaining 18 mid and tall building profiles now have side and rear service bays, restrained windows and distinct mechanical roofs. All 645 buildings in this city scene use the architecture kit. Each has supports that reach the terrain instead of floating or being deeply buried. The attached images are player-camera captures at a matching moment, after then before. This is an incremental pass: night visibility, steep-site styling, foliage and further material quality still need work. No AAA quality or sustained 60 FPS claim is made.

Shattered Rift
NoteDevlog

Box beacons become relay masts; a floating-base cause is fixed

Glowing box beacons in Shattered Rift are now segmented relay masts with small warm locator heads. We also fixed one cause of floating bases: terrain height disagreed with the drawn triangles. On one city route, 39 of 43 old beacon centres floated over a metre; the corrected anchors showed no floating feet across 215 checked rays. The first images use the player camera; a diagnostic view shows a snapped flagship wreck instead of two boxes. Foundations embed on slopes by design. Full-world grounding, most city buildings, full AAA quality and sustained 60 FPS remain open.

Shattered Rift
NoteDevlog

Recovery field pickups now look like salvaged wreckage

In Shattered Rift, one confirmed source of floating cubes was a recovery field. Its 60 pickups now use flight-recorder, broken-thruster and torn-radiator shapes with readable recovery markers. Their floating positions, magnet behavior and scrap and fuel-cell rewards are preserved. The first two images are after and before views from the ordinary player camera. A diagnostic pair shows a new 52-meter command hull with layered armor and recessed arrays. Other box beacons, buildings and dock blocks are separate work, and distant enemy readability remains open. Full AAA quality and sustained 60 FPS are not claimed.

Shattered Rift
NoteClip

Looking down on the city from the hilltop

A new clip from The Dead Don't Rest is a slow crane shot over the hilltop where a night begins. Trailer homes sit at the edge of the grass, pines drop away below, and past them the suburbs run toward a downtown of dark towers. Smoke still rises from a few of the houses. The clip is a scripted camera move through the game world at night, shown without the HUD and without sound.

The Dead Don’t Rest
NoteDevlog

Nihil interceptor gets a detailed new model

The Nihil interceptor in Shattered Rift now has beveled armor, radiator intakes, hollow exhausts and a visible core socket, along with three authored lower-detail models. Its neutral material stays dark; a first broad violet glow was rejected and revised. The first image is from the production camera in destination flight; the close views that follow are isolated renderer diagnostics. Baked breakup pieces avoid building the detailed split on the first kill. Other enemy types, readability across distance and lighting, and overall quality remain open. This is not a performance or release claim.

Shattered Rift
NoteDevlog

Destination buildings now use seven architecture profiles

All 44 destination buildings in Shattered Rift now use seven structured architecture profiles, with PBR panels, weathering and restrained warm windows. Their existing positions, footprints, heights and layout are preserved. Nineteen floating boxes turned out to be enemy element wards. They now appear as faceted ice plates or swept cooling fins with narrow red thermal channels. The attached before-and-after images are diagnostic camera renders. Other worlds, level-of-detail models, texture detail and broader polish remain open.

Shattered Rift
NoteDevlog

Surface test cubes replaced with building-kit towers

Six surface test cubes in Shattered Rift have been replaced with towers from the building kit. The towers sit at the same positions and heights as the cubes they replace. The attached image is a current render. This is a limited cleanup. Other surface, dock and wreck assets, along with the kit materials, still need a broader art pass.

Shattered Rift
NoteClip

A walk across the casino floor

A new clip from The Dead Don't Rest moves down the casino's red carpet at night, past rows of slot machines that still glow. A few read OUT OF ORDER. The infected wander between the machines, and a fire burns near the Midnight Bar at the back. The casino is one of the places you can explore after dark, and its slot machines still work if you stop for a spin.

The Dead Don’t Rest
NoteDevlog

Enemy markers now keep up with their targets

Enemy markers in Shattered Rift no longer visibly lag behind their targets. By default, the marker now follows the enemy's completed physics pose and shows the matching range. The screenshots show the corrected marker, then the old one, which sat about 115 pixels off during a close pass. Greybox surface art is still in place and is being replaced. This is a scoped fix. It does not claim real-time 60 FPS or release readiness.

Shattered Rift
NoteDevlog

Wick learns to dodge

Wick can now dodge. A quick press sends Wick on a short dash in the direction of movement, and for that moment nothing can touch Wick, so a bite or a charge passes straight through. A dash never carries Wick through walls, fences or gaps, and there is a short pause before the next one. Dodge sits on Shift by default and can be remapped in Options, with an optional setting that only dodges on a held press. The screenshot shows Wick mid-dash on the Barrowdowns. Next up: Wickmoor gains some height.

The End of Magic
NoteArt

The circus gets a proper entrance gate

The circus in The Dead Don't Rest now has a proper gate. The big CIRCUS letters hang from a striped entrance arch over the road, where before they floated in the air above it. The image is a night shot from the road, with abandoned cars on the way in and the tents and a hot-air balloon behind the fence.

The Dead Don’t Rest
NoteDevlog

Combat sparks now show as soft glints instead of cubes

Hit, burn, cryo, ward and death sparks in Shattered Rift now use a shared soft textured glint instead of opaque cubes. All ten palette materials for these effects are retained. The first screenshot is from the player camera. The others compare the new glint with the old cube look at the same settings, including spark count, velocity, size and age. This is scoped visual progress. High-refresh motion and release readiness remain open.

Shattered Rift
NoteDevlog

Charge shots no longer white out the screen

Firing a charge shot in Shattered Rift no longer whites out the view. The camera had been passing through leftover beam accents; they now follow the current firing ray, and release and convergence effects follow the moving ship. The screenshots show the corrected view, the previous whiteout, then the corrected release. At the same sampled firing time, bright white coverage in the measured flight area fell from 51.5% to 0.24%. Charge time, discharge and damage are unchanged. This is a scoped readability fix; full art, motion and performance work remain open.

Shattered Rift
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