Devlog: Iron breaker

From first prototype to public demo in 6 days. (16.Oct – 22.Oct)

v0.1.0 Demo (Oct 26)

First public demo is out. Free, plays in the browser on phone and desktop.

  • Fire button forgiveness: a thumb that lands just off the fire button still fires and keeps your locked target. Before, a miss dropped you onto the map and lost the lock.
  • A small hidden credit is painted somewhere in two missions. Find it.

Oct 22: Presentation

  • Title screen and logo. The game opens on the Iron Breaker logo over security-camera views of the battlefield.
  • Live-feed backdrop behind every menu: three pixel-art scenes cutting through black, scanlines, a REC light, game version, a military date-time group and a satellite scan readout that never sits still.
  • New menu music, looped with no audible seam.
  • Ending box after mission 10, with a “play again from scratch” option, also found in the Career screen.
  • Level 1 to 10 are unlocked one at a time, with campaign comic cards that reveal as you progress.
  • Itch build hides the test tools. Zoom, AI level, FPS, pixel mode, enemy range rings and the off-screen arrows stay in your hands.

Oct 21: Sound, voice and story

  • Full sound pass: cannons, machine guns, impacts, explosions, engines (the APC has its own), rain, thunder, flares, air raid warnings.
  • An onboard AI voice calls out drones, low armour, kill streaks, reinforcements and mission results. One line at a time, never talking over itself.
  • Mission key art for all 10 levels, shown on the briefing. A story intro for the training ground.
  • Campaign screen: tap an unlocked mission to go straight to its briefing.
  • Tuned from playtesting: quieter warnings, no more repeated “air support ready”, rain half as loud.

Oct 19: The big feature week

  • Recruit training: eight coached stations on a desert range, skippable.
  • Night missions with moonlight, headlight cones, street lamps (some broken) and flares for you and the enemy.
  • Rain and lightning. Fog and sandstorms were tried and cut: they made the game too hard.
  • Voxel vehicles: Tiger I, 8×8 APC, Panzer IV, tank destroyers, technicals, supply trucks, rendered from 3D voxel models.
  • Field guide with a blueprint-style armour diagram and every enemy vehicle.
  • All text in one language file, ready for translation.
  • Lighting pass: blast and muzzle-flash light, baked ambient occlusion, drifting cloud shadows.

Oct 18: The campaign takes shape

  • 10 missions: destroy, capture, hold, escort, co-op assault and a multi-stage finale across city, harbour, desert and highlands.
  • Desert levels with rammable mud houses, sand ridges that hide you and slow you, oases.
  • A-10 air support, charged by kills, plus air-dropped missiles and spare drones.
  • Kill streaks and a WoT-Blitz-style icon HUD.
  • Player stats and a career record.
  • Fixed the drive stick on iOS (touch IDs can be negative there).

Oct 17: Enemies get smart

  • Tactical AI in three tiers: from “spread out and surround” up to using cover, flanking and hunting.
  • Anti-tank infantry hiding inside houses, and kamikaze drone swarms.
  • Real-world scale (5 px = 1 m) for the first city; vehicles ram through low walls and trees.
  • Upgrades, repair kits, repair stations and companions (drones and robots).

Oct 16: Day one

  • Tank and APC, auto machine gun, guided missiles with a reload you can feel.
  • Buildings with tiers: shells tunnel through small houses, big ones take work.
  • Pinch-zoom and double-tap blocked on iOS so the game stays put.

Leave a Reply