CORRIDOR CONTROL // BUILD LOG
PRESSURE FEVER
DEVLOG
What changed in the build, newest first, straight from the project's changelog. Pre-alpha: anything here can change again.
Found by search, and by the machines that answer for it
The site now says who it is to a crawler as clearly as it does to a visitor. There is a press kit with the fact sheet a writer asks for, a devlog with an Atom feed, a real set of common questions on the how-to-play page, and a plain-text summary for AI agents. Every page carries one structured-data graph that names the game, and it states no price, no release date and no rating, because none of those exist yet.
Discord sign-in asks for the user id first
Signing in with Discord now asks only for your user id. Joining the server and Linked Roles are a separate step you choose on the account page, so a sign-in never asks for more than it needs to sign you in.
TIGHT FORMATION / SPREAD OUT: the squad takes a stance
The plan's formation gates. Two FORMATION gates (from 14 s, weight 0.40 each) set the squad's stance. It holds one stance at a time; crossing the other gate switches.
THE DASH: the Crossing map becomes the van's dashboard, and the Pressure Front chases you
The overland route map was the M1 greybox (grey text boxes on a grid). It is now a field map on the van's dash, and the map itself is a threat.
Scarier boss placeholders, live in 3D on /bosses
- STABBY TABBY is rebuilt mid-note: head thrown back, jaw hanging open on a frothing red mouth, swollen lids weeping blood, the throat split wide, and bone splinters bursting from both split forearms (bone, never claws). She also has long splayed fingers, a shredded hem, ragged sequin clusters (still three shed stages) and a trailing mic cord. Near mesh: 3,118 triangles (cap 3,200); crowd: 420.
- Bosses are now bespoke posed bodies in place of scaled brutes and commuters:
- Warden: split vest plates, a smashed visor, a 1.6× arm and a cell-door shield.
- Gusher: drum belly with frozen blood jets. Matron: hunched, belly ruptures, IV line.
- Pileup: a fused mound with red seams.
- Conductor: breach spill and smeared windows.
- Last Flight: climbers on the stairs.
- Riot Column: dented, bloodied shields.
- Patient Zero: a gowned giant over a jittered crowd.
Open beta: play now, keep the full game
The site now reads as an open beta: "Play the beta" in the header and hero, one news signup at the bottom beside the Discord card. Everyone with an account when the full game first goes on sale keeps it free, and a guest who played before then has 30 days to link their game and keep it too. Chapter 1 stays free for everyone.
Locks count down; BARRICADE pillars you shoot down
From the gate-runner ads' "399" pillar that blocks the rich lane, made real.
INCENDIARY: fire walks the horde
The plan's fire gate. A one-time AMMO gate (from 22 s, weight 0.38): INCENDIARY / ROUNDS IGNITE. Taken, every bullet gun (rifle, shotgun, piercing, minigun; not shells or flame) fires incendiary rounds.
FLASHBANG: the squad stuns the front
The plan's stagger-cone gate. A one-time GEAR gate (from 20 s, weight 0.38): FLASHBANG / STUNS AHEAD. Taken, the squad throws a flashbang every 6 s (the first 0.6 s after the gate) into the cone ahead of the leader.
Discord, leaderboards and anonymous stats: the playtest goes live
Signing in with Discord now adds you to the PRESSURE FEVER server, gives linked players the Playtester role and shows your runs on your Discord profile through Linked Roles. Quick Runs and Crossings land on daily, weekly and all-time leaderboards ("#14 TODAY" on the end card). Playtesters who sign in with Discord and link a device during the playtest earn the Founder badge, an amber van livery and a Discord role. The game sends anonymous stats so we can balance it; turn them off under Settings → PRIVACY. Players in the EU and EEA, the UK and Switzerland are asked first, and nothing is sent until they say yes.
/play: one screen, an infected charging the viewer
The /play briefing was a long column. It is now one screen: a full-bleed live 3D scene with the briefing over it, and the launch buttons above the fold at every size checked (1440x900 to 360x640 and phone landscape).
Where the Pixel's slow frames go
Pixel 10 Pro XL over adb, build 1495211 plus this change, records in (pixel-head-1495211, pixel-rifles, pixel-c1aecfd-rerun, pixel-adaptive-undo).
Web bodies keep their instance uniforms
On the landing-page demo the squad stopped walking and lost its hood numbers after Take control. Native and looked fine.
The weak-CPU web build did not regress
The 10-06 drop at 4x throttle (p5 10 → 6) came from the PC, not the code. Records are in (web-ab-*).
THE FLOOD is an event; gate rows stop repeating
First step toward FLOODLINE (the slow wall the fake ads show, done for real).
STABBY TABBY: the fork elite
The bible's elite is in the game. An ex lounge singer takes one fork per run: TONIGHT ONLY on the sign, a mic stand in a sodium pool on her branch. Take her branch and she sings; take the detour and she never shows.
Run notices in three weights
- One plate, only for events that change what you do. STAGE, FINAL SURGE, BREACH and ROAD SPLITS stamp a compact plate sized to its text (display 30, 3-px rules; about 205×52 px for ROAD SPLITS, was 616×70 across the column). Only another major notice replaces it, so a brute kill no longer wipes a STAGE plate a frame later.
- Director phases are a ticker line. FLOOD, BRUTE PUSH, LEAPER PACK and RUSH slide in as one small mono line on an ink backing under the plate slot, then fade. FLOOD keeps the red accent and the alarm.
- BRUTE DOWN is a world tag where the brute fell (one reused label, rises and fades). RAMPAGE pops the redline gauge ("RAMPAGE xN" with a scale punch) instead of a screen banner.
- New owns all three; per-frame fades like HudVitals, no Tween or node per notice. is now the major entry point only.
- Fix: banners drifted right. A re-stamp mid-shake took the shaken x as its rest; PNUi.stamp now keeps the rest x (and takes the new one when the plate is re-sized).
Regions look like regions; gates carry icons and crack-webs; the horde bleeds
Region scenery and looks. Every Crossing region now has its own roadside.
Pixel re-profile and a cap that lifts
Pixel 10 Pro XL over adb, build 58f6037 plus this change, records in (pixel-v07-*).
Gate pool under test; the weak-CPU web build regressed
Gate-row pooling and the squad digit atlas, deferred on 10-05, shipped in 94be7fc (under an unrelated commit message): crossed gates and passed medians retire hidden to GateDirector and come back as later rows ( pool), and hood numbers 01-13 are stamped by from instead of a Label3D per survivor.
Gate pick rates are measurable
The plan's KPI "no gate picked over 70%" had nothing to measure it.
Fair first try on the home-page demo
- Takeover plays like a replay. take_control() in kept up to 35 s of attract-mode elapsed, which scales spawn HP, leaper and brute unlocks, gate min_elapsed and the FINAL SURGE. It now zeroes elapsed and restarts the director's event cadence. Seeded headless runs after 30 s of attract ended with 35-97 HP against 75-180 for a replay; now 145-180 against 75-180. hero_demo checks it.
- Squad HP on the site HUD. sends max_health with progress; shows SQUAD HP beside TIME TO EVAC with an amber bar that turns red with LOW HP at 25%, as does. asserts the engine feeds it.
FLOODLINE: the slow wall from the ads, for real
Once per classic run, hundreds of real infected fill the road edge to edge and shamble at the squad. This is the "huge crowd pours down the road" shot the fake-ad games show, made playable: every body is a crowd unit that turns into a killable actor at the front.
FLOODLINE M2: kill units and region variants
The wall can now be thinned without promoting it, and every Crossing region plays it differently.
Cheaper kills, rationed haptics
No phone was attached, so this was measured on desktop (2 pinned cores) and in a one-off harness timing a 20-body MORTAR blast frame; the Pixel re-bench is open in plan §5.
CHAIN RUPTURE: kills spread
The plan's chain-pop gate, renamed from PRESSURE VALVE because FLOODLINE's strike crate already wears that name. A one-time FEVER gate (from 25 s, weight 0.38): CHAIN RUPTURE / KILLS SPREAD. Taken, every squad kill ruptures: 0.07 s later the 2 nearest live infected within 1 m take a hit for the squad's damage and Pop; their deaths rupture in turn, up to 3 links from the first kill.
Low-end performance pass
Target: budget Android phones from 2019-21 (Mali-G52 / Adreno 610) and weak browsers, emulated by forced tiers, a 540-wide window pinned to 2 cores, and Chromium at 4x CPU throttle. No physical low-end phone yet; no Pixel attached.
Loading feedback
- Scene changes stand by. draws a card (lockup, track, caption such as DEPLOYING SQUAD) before every blocking scene load: boot, Quick Run, Crossing legs, restart and the way back to the map. It lifts after the new scene's first frames. Its layout matches the run's PRIMING THE ROAD curtain, so the hand-off reads as one screen.
- Play page. After Tap to deploy, the gate stays up with a pulsing bar ("Deploying. Stand by.") until the game calls pressureFeverPlay.ready(), with a 30 s fallback. Bundle files now serve, so the gate lockup loads.
Entries are the build notes as written. Undated and internal notes are left out, so this is a selection rather than the full history.