Chaos City
Devlog
What we are building, what broke, and what it cost. Patch notes, design decisions and the occasional post-mortem.
- devlogv1.4.0
Missions with consequence: the NPC remembers what you did
Missions left a JSON file and became an engine. Today the person who hands you the job has a voice, a memory and a price — and one action advances every mission that asked for it.
Read → - v1.10.0
Update v1.10.0
What's new in v1.10.0.
Read → - v1.9.0
Update v1.9.0
What's new in v1.9.0.
Read → - v1.8.0
Update v1.8.0
What's new in v1.8.0.
Read → - v1.7.0
Update v1.7.0
What's new in v1.7.0.
Read → - devlogv1.4.0
Seasons: what gets wiped, what stays, and why you choose
At the end of a season your character is not quietly deleted. You decide: convert what you built into picks for the new season, or decline and stand on the veterans' board.
Read → - devlogv1.3.0
An honest economy: the paid-advantage ceiling and four ways to print money
There were four routes to buy an item from a vendor and sell it back for more. One of them paid +71% per round trip. We found them, measured them and closed them — before launch.
Read → - devlogv1.3.0
Card battle: the combat we played 840 times before you did
Combat was rewritten from scratch as a turn-based card battle. The simulator found the exploit before the players did: passing your turn forever won every time — until it stopped.
Read → - v1.6.0
Update v1.6.0
What's new in v1.6.0.
Read → - devlogv1.2.0
Raid: get in and get out alive
You walk into a region with an empty backpack and a clock running. Nothing you find is yours until you extract — and quitting halfway calls the police.
Read →