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  <title>Missing Page Studios: News &amp; notes</title>
  <link>https://missingpagestudios.com/news/</link>
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  <description>News, devlogs and notes from every Missing Page world.</description>
  <language>en</language>
  <item><title>College and pro leagues arrive with 160 teams of their own</title><link>https://missingpagestudios.com/news/studio-ce4b619a-d56/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-ce4b619a-d56/</guid><pubDate>Sat, 17 Oct 2026 14:20:19 GMT</pubDate><category>Deck Builder Football</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-10f4e4a7-2879-443e.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;Deck Builder Football now has its own fictional leagues above high school. College has 128 schools in 12 conferences. The pro game is the National Gridiron League, with 32 teams split into Atlantic and Pacific conferences and four divisions in each. Every team has its own name, mascot and logo, meant to feel familiar without copying a real team. They appear in the school picker, schedules, standings and on the scoreboard. The images show the college school picker, the pro standings for the Atlantic Conference and all 32 pro team logos.&lt;/p&gt;</description></item>
  <item><title>The Rimewold&apos;s creatures, redrawn</title><link>https://missingpagestudios.com/news/studio-3ec1df2b-44b/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-3ec1df2b-44b/</guid><pubDate>Fri, 16 Oct 2026 16:50:29 GMT</pubDate><category>The End of Magic</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-b8c46b9a-309e-4dae.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;The six creatures native to the frozen Rimewold now have new art to match Wickmoor&apos;s: the Drift Yeti, the Drift Lynx, the Shard Hare, the Rimewing, the Rime Revenant and the Rimeseal. Each keeps its own attacks, and the Rimeseal hides under the lake ice, where only a patch of frost gives it away. The image shows close-ups of all six, taken in the game on the Hoarfell Steppe, the Rimewater lake and the Frozen Gorge. Next up: fights you can read.&lt;/p&gt;</description></item>
  <item><title>Dungeons with character</title><link>https://missingpagestudios.com/news/studio-7998128c-6f6/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-7998128c-6f6/</guid><pubDate>Thu, 15 Oct 2026 15:49:44 GMT</pubDate><category>The End of Magic</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-97ad7bb0-c5ca-42b9.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;Every dungeon is now furnished with its own region&apos;s pieces, so a crypt, a mill and a flooded cave each look like the place they are. Walls read as cut stone, every room has a key light on its focal piece, and doorways have new stone arches, banded oak doors and small padlocks that spring off and drop when a door is unlocked. The screenshot shows the Crossing in Wickmoor&apos;s Lamplighter Vaults: lamp posts and banners along the stone walls, two chests, and a padlocked oak door. Next up: the Rimewold&apos;s creatures, redrawn.&lt;/p&gt;</description></item>
  <item><title>Inside the hollow oak</title><link>https://missingpagestudios.com/news/studio-8f6f89b7-04c/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-8f6f89b7-04c/</guid><pubDate>Wed, 14 Oct 2026 15:49:34 GMT</pubDate><category>The End of Magic</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-79d03680-3bc3-4d49.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;The great hollow oak in Wickmoor&apos;s Old Wood can be entered, and inside it now looks like the inside of a living tree rather than a stone cave. Ringed walls of bark and grain lean in overhead, moss creeps up from the floor, roots run across the packed earth, and a slant of cool light falls in through the way you came. The screenshot shows Wick standing in the hollow, with ferns, toadstools and a fallen bough around the edge and a note waiting on the floor ahead. Next up: Dungeons with character.&lt;/p&gt;</description></item>
  <item><title>Shattered Rift title screen gets a fractured rift aperture</title><link>https://missingpagestudios.com/news/studio-a327ef7a-b22/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-a327ef7a-b22/</guid><pubDate>Wed, 14 Oct 2026 04:19:38 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-ba2c8840-8810-4a2d.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;Shattered Rift&apos;s title screen now has its own visual identity: a fractured rift aperture. The menus use sharper navy surfaces, quiet field separators, teal selection rails and distinct amber keyboard/controller focus. Values and control labels have a clearer hierarchy, with authored slider handles and scrollbars. The screenshots are genuine current 720p game captures, including enlarged text. This is a work-in-progress visual pass. Pause and higher-resolution review, HUD clutter and broader work continue.&lt;/p&gt;</description></item>
  <item><title>Shattered Rift adds separate Interface Size and Text Size controls</title><link>https://missingpagestudios.com/news/studio-9abf8fe0-15d/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-9abf8fe0-15d/</guid><pubDate>Wed, 14 Oct 2026 03:19:46 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-a1ecc3bf-9a3b-4ab6.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;Shattered Rift now has separate saved Interface Size (75–125%) and Text Size (100–150%) controls that resize the menus and cockpit. Settings cards wrap against their actual available width, category headings stay visible, and focused controls keep their explanations in view when they fit. Title and pause-menu tests cover 720p, 1080p and 1440p, including the smallest interface with the largest text. The screenshots are current game captures. This is a readability and usability pass. Further visual identity, scroll polish, physical-controller review and dynamic cockpit/trade layout work remain open, and it is not release acceptance.&lt;/p&gt;</description></item>
  <item><title>Shattered Rift Options menu gets five category pages</title><link>https://missingpagestudios.com/news/studio-52c34876-749/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-52c34876-749/</guid><pubDate>Wed, 14 Oct 2026 01:49:43 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-43a925d6-8312-45e4.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;Shattered Rift&apos;s Options menu now has five category pages: Graphics, Audio, Controls, Accessibility and Gameplay. Each setting has useful help, the selected category and keyboard focus are distinct, and long content follows focus while scrolling. Escape or controller B cancels a binding capture in place before backing out. Accessibility includes the working screen-shake setting and a saved blue/orange HUD palette that keeps existing shapes and labels. The screenshots are from the running game. Testing used synthetic input, which is not physical-controller or complete accessibility certification. Full text and UI scaling remain open.&lt;/p&gt;</description></item>
  <item><title>Shattered Rift UI adds clearer trading and station rebuilding panels</title><link>https://missingpagestudios.com/news/studio-5a25baa8-6b4/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-5a25baa8-6b4/</guid><pubDate>Wed, 14 Oct 2026 00:49:48 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-5fa6886f-0b8f-40e4.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;Shattered Rift&apos;s UI now presents trading, station rebuilding and combat information more clearly. Trade panels show clean versus tainted cargo, unit prices, proceeds, credits and the exact next key consequence. Station panels show rebuild costs, vault/loadout and actual tier changes. Warning cards now fit their content, and off-screen groups identify hostiles, resources, signals and allies with honest counts. Layout checks passed at 720p, 1080p and 1440p. The trade and station screenshots come from disposable campaigns with disclosed starting resources, and the video is review footage. Marker occlusion, accessibility and controller review remain open.&lt;/p&gt;</description></item>
  <item><title>Shattered Rift UI redesign reaches its first playable pass</title><link>https://missingpagestudios.com/news/studio-d464af87-9ff/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-d464af87-9ff/</guid><pubDate>Wed, 14 Oct 2026 00:19:43 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-9c5d2d05-0509-4c75.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;Shattered Rift&apos;s UI redesign has reached its first playable pass. Compact corner instruments, small role markers, grouped ambient contacts with visible counts, separate objective information and ranked warnings leave much more of the world visible. Acquiring a target no longer falsely announces an enemy weapon lock, and incoming-fire advisories now use closing trajectories. Title, pause, options, loading and story screens share consistent typography and focus styling. The clip is combat review footage, and encoded 60fps output is not a sustained hardware-performance claim. Further marker and card craft, accessibility and connected-controller review remain open.&lt;/p&gt;</description></item>
  <item><title>Carrier engines get armored housings and segmented emitters</title><link>https://missingpagestudios.com/news/studio-957335ec-fe5/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-957335ec-fe5/</guid><pubDate>Tue, 13 Oct 2026 23:19:51 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-c93db74d-06f0-4e78.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;In Shattered Rift, the carrier&apos;s engines now have armored housings and recessed, segmented emitters instead of primitive glowing disks. Primary and charged shots reach the new surfaces. Hit glow follows the actual contact point, so it no longer washes out the housing detail as an earlier version did. The final live-camera encounter recorded four primary hits and seven charged hits, and the original fighter launch and damage policy are intact. The 8.9-second 1080p60 clip is review footage. Encoded 60fps is not a hardware-performance claim. Broader shooting, UI, world art and polished footage are still in progress.&lt;/p&gt;</description></item>
  <item><title>Carrier hull art replaces flat blocks with shaped armor</title><link>https://missingpagestudios.com/news/studio-c000fcf2-b52/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-c000fcf2-b52/</guid><pubDate>Tue, 13 Oct 2026 22:20:00 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-24725620-6b8d-41f8.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;In Shattered Rift, the carrier&apos;s flat blocks and crooked cone have been replaced with shaped armor, a split bow and a recessed hangar. Narrow bay lights and restrained engine glow reveal the structure instead of washing it out. Contact, fighter-launch and destruction checks pass, and the original weak points and gameplay are preserved. The 16-second 1080p60 clip is review footage with live fighters and the normal camera; encoded 60fps is not proof of sustained gameplay performance. The engine pods and flat nozzle caps are the next art target, and shooting, world blocks and beauty footage remain open.&lt;/p&gt;</description></item>
  <item><title>Surface turrets now stay anchored to their bases</title><link>https://missingpagestudios.com/news/studio-2fdc5198-be8/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-2fdc5198-be8/</guid><pubDate>Tue, 13 Oct 2026 21:20:08 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-2f388456-714b-4084.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;In Shattered Rift, surface turrets no longer lift off their spawn point and tip the entire base toward the player. The pedestal now stays anchored while the turret&apos;s eye aims. Before-and-after player-camera flight tests used the same input route, and all 660 current frames kept the anchor. Exact terrain support, close gun and shot readability, and wider art work remain open. The 11-second 1080p60 clip is combat review footage from a declared encounter, not a final beauty reel.&lt;/p&gt;</description></item>
  <item><title>Head-on projectiles now show a rounded hot tip</title><link>https://missingpagestudios.com/news/studio-9dc213fd-1c1/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-9dc213fd-1c1/</guid><pubDate>Tue, 13 Oct 2026 20:50:14 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-1f47074e-9590-436e.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;In Shattered Rift, head-on projectiles now have a rounded hot tip attached to their real trajectory, making approaching fire easier to see. A near-camera test caught an oversized glow, so the revised tip fades out from 20m to 5m while the original tracer remains. The player-camera clip shows moving Escort fire and real hits. Distant first shots still overlap the gun flash, and full shooting polish remains open. This is 1080p60 combat review footage, not final beauty footage.&lt;/p&gt;</description></item>
  <item><title>Escort bolts now match the gun-mouth and muzzle-flash color</title><link>https://missingpagestudios.com/news/studio-99dd2672-ea7/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-99dd2672-ea7/</guid><pubDate>Tue, 13 Oct 2026 19:49:48 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-90755596-ee0c-4a6e.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;In Shattered Rift, Escort bolts now match the warm gun-mouth and muzzle-flash color. Fixes also stop Escort setup from leaving duplicate ship parts and stop queued ships from continuing to fire. The real player-camera test follows moving Escorts through nine genuine player hits. Source and trajectory checks pass, but head-on first shots still read as tiny glows, so directional readability remains open. The 1080p60 clip is combat review footage; full shooting work continues.&lt;/p&gt;</description></item>
  <item><title>Carrier weak points now take gun and charge damage</title><link>https://missingpagestudios.com/news/studio-83d62383-f9d/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-83d62383-f9d/</guid><pubDate>Tue, 13 Oct 2026 18:49:42 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-6e84910f-4ae4-49c4.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;In Shattered Rift, carrier weak points now take real gun and charge damage. The carrier&apos;s armor stops shots and clips the charge beam. The current-build player-camera clips show a real engine loss and an armor impact. Controlled before-and-current tests confirm that through-hull hits are blocked. The boxy carrier hull and blown-out engine glow still need art work. This is scoped combat progress. Full shooting work and polished social footage remain open.&lt;/p&gt;</description></item>
  <item><title>Recruited allies no longer pull automatic aim assistance</title><link>https://missingpagestudios.com/news/studio-7422a106-716/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-7422a106-716/</guid><pubDate>Tue, 13 Oct 2026 17:49:57 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-44bad5ae-1960-44c2.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;In Shattered Rift, recruited ships no longer pull automatic aim assistance onto themselves. Allies now have a readable ALLY label and small upward green chevrons, while real hostiles keep red raider marks. Shooting an ally still hits its actual hull and triggers the existing betrayal behavior, so allies are not invulnerable. The clip, from a controlled encounter, shows an ally becoming a raider after a real primary hit. This is review footage, not a finished beauty reel or a hardware 60 FPS claim. Point-blank, charge and all-angle feel, impact and world art, and performance remain open.&lt;/p&gt;</description></item>
  <item><title>Recruited allies now skip targets already dying</title><link>https://missingpagestudios.com/news/studio-ca328b75-494/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-ca328b75-494/</guid><pubDate>Tue, 13 Oct 2026 17:19:50 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-6110720d-b32b-48e7.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;In Shattered Rift, recruited allies now skip targets already dying, so the next ship can attack another live hostile in the same frame. Previously, a second ally could select the first queued target and lose its shot. Live-target damage, ranking and cooldown behavior are kept. The player-camera images show two beams continuing through their original fades after two different real targets die. The capture uses a one-time encounter placement and verifies this fix only, not ordinary campaign balance, beauty footage or hardware frame rate. Reticle timing, ally HUD and auto-aim behavior, close combat and visual polish remain open.&lt;/p&gt;</description></item>
  <item><title>Charge beam now follows the displayed barrel through turns</title><link>https://missingpagestudios.com/news/studio-d8b355f8-b0e/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-d8b355f8-b0e/</guid><pubDate>Tue, 13 Oct 2026 16:49:51 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-f0069da0-3f7e-4ac1.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;In Shattered Rift, the charge beam now follows the displayed left barrel through turns instead of aiming independently from a newly acquired reticle target. In a moving-combat observation, the worst measured barrel and beam separation fell from about 2.08 degrees to 0.00015 degrees. Firing and damage policy is unchanged. The clip and an image show the correction, and another image shows the previous render. Point-blank volleys were not observed and remain open. This is a shooting review, not finished beauty footage or proof of sustained 60 FPS on hardware. HUD depth consistency and broader combat work remain active.&lt;/p&gt;</description></item>
  <item><title>Wickmoor gains some height</title><link>https://missingpagestudios.com/news/studio-fd169e32-816/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-fd169e32-816/</guid><pubDate>Tue, 13 Oct 2026 15:49:47 GMT</pubDate><category>The End of Magic</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-ce9460a0-a44a-49bb.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;The crags, moors and downs of Wickmoor no longer sit flat. Low gritstone ledges now curve across many screens. They open onto stone steps wherever a path crosses them and ease into grass ramps along the way, so a climb reads as a climb. Behind each landmark a short ledge rises as a backdrop, and none of the new edges cut off an exit, a door or a shrine. The screenshot shows Wick at Cairn Heights, above a ledge where the track drops down a flight of stone steps. Next up: Inside the hollow oak.&lt;/p&gt;</description></item>
  <item><title>Shield hits now ripple across the shield surface on contact</title><link>https://missingpagestudios.com/news/studio-6d64b1e7-868/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-6d64b1e7-868/</guid><pubDate>Tue, 13 Oct 2026 15:20:05 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-a04c2013-ad54-44ab.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;In Shattered Rift, shield hits now react on the contact frame and ripple across the actual shield surface instead of spawning floating cyan zigzags. The clip shows the new effect, and an image shows the old one. The footage uses real natural incoming shots and the original player camera, with an initial deep-space encounter placement and no synthetic hit. Damage and recharge stayed the same at the first contact. The 8.2-second clip is 1080p60 output with native audio, not proof of sustained 60 FPS on hardware. This is a shooting improvement, not finished beauty footage; the full review remains active.&lt;/p&gt;</description></item>
  <item><title>Fortress seam glow and solar flare wash reduced for readability</title><link>https://missingpagestudios.com/news/studio-5df6f845-605/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-5df6f845-605/</guid><pubDate>Tue, 13 Oct 2026 13:49:54 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-a82ec58a-a32a-4a3d.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;In Shattered Rift, the fortress seam glow and solar flare wash have been reduced so the ship, target surface and charge filament stay visible during an exposed flare. The six structural seam rings keep their geometry, and the flare warning, heat and hull damage are unchanged. The clip uses the normal player camera with native audio and a one-time deep-space placement; its 1080p60 output does not establish hardware frame rate. Dark fortress materials, electrical feedback and the full AAA review remain open. This is readability progress, not finished beauty footage or release approval.&lt;/p&gt;</description></item>
  <item><title>Capital guns now have recessed twin barrels and restrained sensors</title><link>https://missingpagestudios.com/news/studio-530c7828-c58/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-530c7828-c58/</guid><pubDate>Tue, 13 Oct 2026 10:50:05 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-b9a6c222-c54d-41c7.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;In Shattered Rift, capital guns now have recessed twin barrels and restrained sensors instead of bare boxes hidden behind a large glowing eye. The video and an old-art comparison show the difference at about 108 m on a fully awake fortress; the old-art image is a visual swap on current code, not a complete old build. Capital parts also now take real primary and charge surface hits. The 8.2-second clip is 1080p60 output of default-camera gameplay, not proof of 60 FPS on hardware. Near-planet framing, dark armor, large capital structures, star-cage art and broader shooting feel remain open.&lt;/p&gt;</description></item>
  <item><title>Companion beams now finish their fade after a killing hit</title><link>https://missingpagestudios.com/news/studio-afc89d73-f0f/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-afc89d73-f0f/</guid><pubDate>Tue, 13 Oct 2026 07:49:58 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-ad511fae-8a22-4d99.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;In Shattered Rift, companion beams now survive a killing hit and complete their original fade, following the live muzzle while keeping the endpoint on the killed target. Previously, a newborn beam could be removed before it was ever drawn. Damage, cadence and randomness were unchanged in the regression check, and harvesting keeps its original behavior. The short player-camera clip comes from a controlled encounter, not ordinary campaign play, and is not proof of hardware frame rate. Gun-mouth pixels, impact art, incoming damage and wider AAA work remain open.&lt;/p&gt;</description></item>
  <item><title>Nose-mounted enemy and escort guns now aim where they fire</title><link>https://missingpagestudios.com/news/studio-876bd847-bc4/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-876bd847-bc4/</guid><pubDate>Tue, 13 Oct 2026 06:20:25 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-2b704e0e-a4c3-4b72.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;In Shattered Rift, nose-mounted enemy and escort aim has been fixed so the gun pose and shot share one intercept. A controlled test reproduced a 66.9-degree sideways launch before the fix; the corrected unspread shot aligned with its nose. In ordinary live gameplay, five recorded enemy launches stayed inside the unchanged intentional spread cone. The 11-second clip is 1080p/60 output with original audio, not proof of sustained 60 FPS on hardware. Enemy barrels at first glow, incoming player-hit checks, charge paddle art and the full AAA target remain open.&lt;/p&gt;</description></item>
  <item><title>Close-range gun aiming now solves from the mounted gun mouth</title><link>https://missingpagestudios.com/news/studio-d53a9d6c-023/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-d53a9d6c-023/</guid><pubDate>Tue, 13 Oct 2026 05:50:27 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-f0b9cb6e-ab8f-4715.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;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.&lt;/p&gt;</description></item>
  <item><title>New blaster shots now appear at the gun mouths from the first frame</title><link>https://missingpagestudios.com/news/studio-ad47646a-108/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-ad47646a-108/</guid><pubDate>Tue, 13 Oct 2026 04:50:32 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-577152c7-a7a3-4048.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;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&apos;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.&lt;/p&gt;</description></item>
  <item><title>Destroyed ships now break up with a thin ring, not a filled sphere</title><link>https://missingpagestudios.com/news/studio-1b8952f7-c5b/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-1b8952f7-c5b/</guid><pubDate>Tue, 13 Oct 2026 03:51:29 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-2a4ceb64-e82c-4072.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;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.&lt;/p&gt;</description></item>
  <item><title>Chain arcs now follow real surfaces as targets move</title><link>https://missingpagestudios.com/news/studio-85598022-e79/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-85598022-e79/</guid><pubDate>Tue, 13 Oct 2026 03:51:25 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-04da7a9e-c54e-42a4.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;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.&lt;/p&gt;</description></item>
  <item><title>Power beam now fires from the ship&apos;s front gun</title><link>https://missingpagestudios.com/news/studio-3fc94cfb-ab6/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-3fc94cfb-ab6/</guid><pubDate>Tue, 13 Oct 2026 02:50:25 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-187964a1-00d8-4fce.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;In Shattered Rift, the power beam now starts at a real front-gun bore, with a narrow throat that clears the ship&apos;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.&lt;/p&gt;</description></item>
  <item><title>Shots now leave the ship&apos;s real gun mounts</title><link>https://missingpagestudios.com/news/studio-9ec3d39a-1ff/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-9ec3d39a-1ff/</guid><pubDate>Tue, 13 Oct 2026 02:20:21 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-be4a4535-2da8-477f.png&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;In Shattered Rift, the ship&apos;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.&lt;/p&gt;</description></item>
  <item><title>Charge effects get a single filament and local armor hit pulses</title><link>https://missingpagestudios.com/news/studio-3d6c65c6-f30/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-3d6c65c6-f30/</guid><pubDate>Tue, 13 Oct 2026 01:20:19 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-229ef1d7-00bb-4222.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;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.&lt;/p&gt;</description></item>
  <item><title>Bolts now hit the nearest actual ship or crystal surface</title><link>https://missingpagestudios.com/news/studio-c1673997-e91/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-c1673997-e91/</guid><pubDate>Tue, 13 Oct 2026 00:20:44 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-f20108a6-b727-45a5.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;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.&lt;/p&gt;</description></item>
  <item><title>Weapon bolts get thin-core streaks so they stand apart from stars</title><link>https://missingpagestudios.com/news/studio-e1d59ab9-675/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-e1d59ab9-675/</guid><pubDate>Mon, 12 Oct 2026 23:20:25 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-6d1e59b3-951c-45f8.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;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.&lt;/p&gt;</description></item>
  <item><title>Forest canopy blobs become branching trees</title><link>https://missingpagestudios.com/news/studio-1e576aa9-9fb/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-1e576aa9-9fb/</guid><pubDate>Mon, 12 Oct 2026 21:50:19 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-58fc52e4-6efb-46be.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;In Shattered Rift, the forest&apos;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.&lt;/p&gt;</description></item>
  <item><title>All 645 city buildings now use the architecture kit</title><link>https://missingpagestudios.com/news/studio-a2aac5cb-8c3/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-a2aac5cb-8c3/</guid><pubDate>Mon, 12 Oct 2026 20:50:52 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-1e7cf379-7b0b-4d58.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;In Shattered Rift&apos;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.&lt;/p&gt;</description></item>
  <item><title>City towers gain side and rear service bays</title><link>https://missingpagestudios.com/news/studio-8453e4af-444/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-8453e4af-444/</guid><pubDate>Mon, 12 Oct 2026 20:50:49 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-6030360f-19de-4633.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;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.&lt;/p&gt;</description></item>
  <item><title>Box beacons become relay masts; a floating-base cause is fixed</title><link>https://missingpagestudios.com/news/studio-bbbc2396-672/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-bbbc2396-672/</guid><pubDate>Mon, 12 Oct 2026 19:51:01 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-55801748-9dfd-4c97.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;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.&lt;/p&gt;</description></item>
  <item><title>Recovery field pickups now look like salvaged wreckage</title><link>https://missingpagestudios.com/news/studio-968a0020-4d1/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-968a0020-4d1/</guid><pubDate>Mon, 12 Oct 2026 19:20:27 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-d95de720-e71e-44fa.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;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.&lt;/p&gt;</description></item>
  <item><title>Looking down on the city from the hilltop</title><link>https://missingpagestudios.com/news/studio-d39838a7-4e6/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-d39838a7-4e6/</guid><pubDate>Mon, 12 Oct 2026 18:19:31 GMT</pubDate><category>The Dead Don’t Rest</category><description>&lt;p&gt;A new clip from The Dead Don&apos;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.&lt;/p&gt;</description></item>
  <item><title>Nihil interceptor gets a detailed new model</title><link>https://missingpagestudios.com/news/studio-8fe99fee-923/</link><guid isPermaLink="true">https://missingpagestudios.com/news/studio-8fe99fee-923/</guid><pubDate>Mon, 12 Oct 2026 17:49:46 GMT</pubDate><category>Shattered Rift</category><description>&lt;p&gt;&lt;img src=&quot;https://portal.missingpagestudios.com/feed/media/fm-2ed638d6-faef-434e.jpg&quot; alt=&quot;&quot;&gt;&lt;/p&gt;&lt;p&gt;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.&lt;/p&gt;</description></item>
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