Archive & Updates
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#003 — The Kalashnikov & UI Overhaul
January 08, 2026
Hey everyone! It's been a bit since the last post on December 16 – holidays, New Year, and all that jazz. I took a short break to rest, hang out with family, and recharge my batteries. I played some other games for inspiration, ate way too many pierogis, and watched a few classic zombie flicks, which reminded me why I'm even making this game. But I wasn't totally slacking – in the background, I was tinkering with the project, testing out new ideas and squashing some minor bugs. Now I'm back with full energy for 2026, and I've got some fresh updates for you. If you're reading this, you might have noticed the site looks a little different – that's part of the changes!
1. The Heavy Hitter: AK-47
We needed something with more punch than the P-9 pistol. So I added a legend: the AK-47. Modeling this beast was pure fun. I kept that raw, worn-out look – wood that's seen better days, and steel that stubbornly refuses to rust away completely. It shoots like a dream, but I'm balancing the damage so it's not too OP.
2. Inventory System V1
Finally, you can carry more than just hope for survival. I implemented a grid-based inventory system – simple but effective.
- Weapon Swapping: Smooth switching between your pistol and rifle. No lags, I promise.
- Persistence: Your gear saves properly now. No more full ammo after swap – that was painful to watch for me during testing.
3. Visuals & UI Update
Bullet Trails: Standard particle trails were too boring and generic. I wrote a custom solution using Path2D that creates sharp, stylized tracers that stretch based on velocity. Looks epic, especially in slow-mo.
New Typography: As you can see, the site and in-game UI now share the same vibe. I switched to a custom font that fits the "industrial-survival" theme way better. Goodbye, boring sans-serif – hello, post-apo style!
#002 — Weaponry: The Project-9
December 16, 2025
We’ve started working on the arsenal. In the world of the Convoy, factory-new equipment is a myth. Everything is scavenged, used, and barely holding together.
Presenting the Project-9 (P-9). (No, not a P90 – don't multiply by 10 😉).
Design Philosophy:
- Visual Storytelling: Notice the tape on the trigger guard and dust cover? That's not a texture. That's geometry. The polymer frame cracked miles ago, but the Convoy doesn't stop for repairs.
- Low Poly aesthetic: Chunky, reliable, and legible. We are avoiding the "asset flip" look by hand-crafting every vertex.
- Attention to Detail: Even in low poly, mechanics matter. You can see the round in the chamber when the slide is back.
"Here, take this yellow tape and fix it yourself. Let's see how long you can go like that."
#001 — Core Movement & "Bob" Update
December 11, 2025
It’s been a while since the last update, but we haven't been idle. We finally have something concrete to show regarding the character controller. Meet "Bob" – our prototype dummy.
What's working now:
- Basic Locomotion: Running and jumping physics are in place.
- Environment Interaction: Ladder climbing and water buoyancy/swimming mechanics are functional.
- Level Geometry: Tested on a new graybox layout to ensure verticality works as intended.
There is still a lot of work to be done, especially with the air-control animations (Bob looks a bit stiff while jumping), but the foundation is solid. It finally feels like a game.









