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Development / The record so far

More than
a finished-looking page.

A summary of the known development areas, including earlier experiments, original artwork and current implementation boundaries. Reviewed against project records on 29 October 2026.

How the world changed

Scale was a study.
Places are the goal.

The earlier terrain experiments are part of Hallvik’s development history. They are not a promise of a finished seamless map.

Archived wide terrain basin study
Earlier macro-terrain study · archived authoring experiment.
Authored industrial approach through woodland toward the workyard
Current industrial-route work · local development candidate.
01
25 October

Spatial foundations

Small art, weather and district tests established repair states, route access, shortcuts and return paths.

02
25–28 October

Terrain and landscape experiments

The fjord basin, tile layout, mountain contacts, riverbanks, ground materials and habitat density were studied. Failed candidates remained outside the accepted world.

03
28–29 October

Authored routes and first-person work

The industrial approach became the focused environment pilot. Native first-person focus, language and interface tests advanced alongside it.

04
29 October

Content breadth and original art

The pickup library, enemy/weapon atlas, starting-flow decisions and Wasteland continuation broadened the content plan. Production integration remains a distinct milestone.

Coverage review

The known work,
area by area.

This records documented workstreams and their practical limits. It does not turn every catalogue row or test fixture into an announced feature.

Built studies and local route checks

World-building

Early spatial district tests, the archived macro-terrain phase, water and forest studies, rejected landscape candidates and the authored industrial-route pilot.

Library pass completed; item integration separate

Original artwork

234 original images cover 280 pickup entries. The mapping includes 46 shared variants and twelve catalogue categories. Logos remain separate transparent branding assets.

Native probes tested; production scene pending

Camera, movement and interaction

Earlier third-person foundations evolved into first-person authoring, focus providers and controller checks. The complete first-district player stack still needs integration.

Isolated UI captures and contrast checks

Interface and localisation

Inventory, equipment, loot, crafting, narrative, journal, rest and focus states have English/German test material. Fixture displays are not final gameplay screenshots.

Documented content; rollout in progress

Story, regions and quests

Blackout District, Harbor, Industrial Works and Tower Ridge lead to the Wasteland. The newer key-location and opening decisions supersede older drafts.

Current opening plan

Survivors and first steps

Lindenhof shelter, starting equipment, handheld radio, Mara’s call, separate personal briefing and optional learning hints.

Story roles plus a broader qualification atlas

Enemies and weapons

Readable story enemies, finite encounters, weapon/ammunition relationships and broader candidates need rig, animation, AI and actual native gameplay qualification.

Data, art and isolated native checks

Loot, trade and workshops

Protected mission parts, finite inventory, ration coupons, suppliers, recipes and a wider draft catalogue. Art coverage does not equal canonical item or loot-table coverage.

Foundations and feasibility work

Damage, repair and vehicles

Native health/effects and repair relationships are documented. Durability is disabled in the thin T0 slice. Wreck models do not announce implemented driving.

Isolated tests; production migration open

Save, return and region transitions

Save restoration and gated scene fixtures have evidence. A complete death/respawn autosave, cell migration and first-region loop remain milestones.

Visual probes and production specifications

Weather, audio and effects

Day/night and weather studies, local hazards, bilingual radio/announcement scripts and VFX plans require their own integrated visual and listening review.

Hallvik is in development. World and system entries describe the current design unless an implementation result is explicitly stated.