
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.
