Far Haul 0.2.0: A Ship That Looks Like a Ship
Recent Windows builds make the ship feel more physical, and playtest-driven navigation changes make long freight runs easier to understand without removing the flying.
Field notes / Development journal
What we’re making, why it matters to us, and what we’re learning along the way. Notes from the work, not a release schedule.
12 entries
THE SIGNAL / THE WHOLE PICTURERecent Windows builds make the ship feel more physical, and playtest-driven navigation changes make long freight runs easier to understand without removing the flying.
Version 0.3.0 gives Sol recognizable planets, adds freight stops at Venus, Jupiter and Saturn, and makes every system feel like somewhere distinct.
The latest Windows prototypes add interactive system and trade-route maps, then put a live second cockpit on a phone or tablet over the local network.
The logic-driven dungeon game is playable now, with heroes, card-built rules, monsters, and a full campaign. Early testing has also made one thing clear: learning to play is too hard.
911 Simulator has moved beyond its original training demo into a full playable first release, with dozens of calls, multi-call shifts, live units and incidents, player statistics, progression, challenges, and leaderboards.
Far Haul has retired its browser build so development can focus on a higher-quality Windows version—and the decision is already showing up in lighting, settings, surface exploration, ports, people, sound, and world identity.
Far Haul now connects freight, hands-on flight, star jumps, and first-person movement through the ship—and has gained a portable Windows build alongside the browser demo.
The first Far Haul prototype quickly expanded beyond modular ships into the data and simulation needed for a freight-driven universe.
Plate Quest took the familiar family license plate game and turned it into an offline-first browser experience with location-aware scoring, plate artwork, and continuous trip tracking.
If Then Dungeon started by defining its logic-first dungeon rules, engine structure, visual language, and characters before committing to a playable implementation.
The 911 Simulator prototype reached a training-demo milestone after a concentrated build of game state, orientation, authentication, rewards, and public-facing presentation.
WordWeave grew from a practical attempt to make English practice more engaging into a released browser word game with scoring, sharing, expanded word lists, and multiple puzzle modes.
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