Not enough plays yet to compare build 20 with build 19: it needs 10 sessions on each (build 20 has 0, build 19 has 0).
Builds
Every build stays playable.
B20
Build 20Latest3892d55
Version 91: belts and placed buildings, with Chapter One rebuilt around the first production chain
3 commits in this build
be00306 V91 Belts and placed buildings: belts to and from the Ark, placed smelters and crates, Chapter One rebuilt around the first production chain; drawing, panels, L to lay a belt, test/belts.js, dist (Kraig, Oct 15 2026)
545a9c5 Build: dist with belts (build be00306)
3892d55 Build: dist v91 (belts) after merge
0 sessions0 players0 s median0 comments
B19
Build 198413609
A playtest recorder in the build
4 commits in this build
a5bb921 Chapter Three: miners with no node in reach run a long line back to the Ark, as before (Kraig's playtest note, Oct 14 2026)
afc52b8 Playtest recorder: each run's objective times, orders, refusals, idle stretches, deaths, resources, errors and notes (C) into the play page's database, or this browser only (Kraig, Oct 14 2026: "Yeah, this all sounds good")
4d2c64f Build: dist with the playtest recorder (build afc52b8)
8413609 Merge the playtest recorder
0 sessions0 players0 s median0 comments
B18
Build 185d8b116
More playtest fixes, then Chapter Three, Roots: pods, the network and the Ark's Network tab
11 commits in this build
802a4db Drone panel: only the Relay and Auto-dig toggles, laid out without overlap (Kraig's playtest note, Oct 14 2026)
77f65e7 Lasers (Ark, towers, drones) auto-target hives in reach when no enemy is (Kraig's playtest note, Oct 14 2026)
6dd930d Oxygen plant and algae vats rest when full instead of flickering on and off (Kraig's playtest note, Oct 14 2026)
fa8577f Ark job queue (upgrades and repairs run in order); group panel shows each drone's hull and battery; panel tabs wrap (Kraig's playtest notes, Oct 14 2026)
7c881b6 Messages stay long enough to read (length-based, hover holds, click dismisses); chapter-opening lines type slower and hold (Kraig's playtest note, Oct 14 2026)
e11f895 Modules show their inputs and outputs along their stems (Kraig's playtest note, Oct 14 2026)
2a28e3b Top bar pins a few stores (objective's needs, then metals); 'All stores' opens a tidy grouped list (Kraig's playtest note, Oct 14 2026)
050c573 Playtest: drones keep spacing (loose formation, never into rock); tougher swarm past Chapter One; All stores shows on hover, click pins (Kraig, Oct 14 2026)
0e6a948 Chapter Three, Roots: the pods, the network drawn, the Ark's Network tab, and the flow from Chapter Two
5d8b116 Merge Chapter Three (Roots) with tonight's playtest fixes; swarm eased a step (the tougher one could kill the Ark from a fresh Chapter Two)
0 sessions0 players0 s median0 comments
B17
Build 172cf034b
Playtest fixes: auto-dig from the Ark outward, bodies that fade, cinematic chapter ends and a camera that never shows the edge
8 commits in this build
e12f0a0 Auto-dig clears outward from the Ark first (Kraig's playtest note, Oct 14 2026)
28bb24c Killed enemies leave bodies that fade over 90 s (Kraig's playtest note, Oct 14 2026)
13e9d00 Chapter ends: cinematic title only, no stats or buttons; play flows into the next chapter (Kraig's playtest note, Oct 14 2026)
f4dc3e8 Camera never shows the land's edge (Kraig's playtest note, Oct 14 2026)
d0883ad Chapter Two top bar keeps every resource, wrapping to two compact rows (Kraig's playtest note, Oct 14 2026)
7f07b91 Playtest: 'Dig to it' button for the ice cave; auto-dig radiates from where it was switched on (Kraig, Oct 14 2026)
6e58231 The Ark always clears rock to fit, pods and all (Kraig's playtest note, Oct 14 2026)
First contact: lurkers in the copper cave, the Ark's turret and scouts on the ridge
0 sessions0 players0 s median0 comments
B13
Build 135e35347
Stages 3 and 4: the famine, then daylight. The Ark bores out through the seal and Chapter One is complete
2 commits in this build
a857869 Stage 3, the famine: Chapter One flag, flora-only power, three drones, the new tutorial order
5e35347 Stage 4, Daylight: the Ark bores out through the seal, the sky, the star fix, Chapter One complete
0 sessions0 players0 s median0 comments
B12
Build 1237a0230
Stages 1 and 2, as HollowARK: ARK wakes in the dark with its own voice, and rock gets a hardness, a seal, concrete and storage
4 commits in this build
ec6204d The name with ARK capitalised; ARK in biolight teal on the wordmark (Kraig, Oct 14 2026)
f2f5d6e Stage 1, the wake: new opening, ARK's voice, the shoot in the logo
d2e880b Stage 2, the rock: one rock with a hardness %, the seal, Rock and Concrete, the mixer, a storage cap and the Storage module
37a0230 Merge Stage 2, the rock: hardness, the seal, rock and concrete, storage (ARK voices the concrete step)
0 sessions0 players0 s median0 comments
B11
Build 118e3daff
Fog, power and the fleet: tighter fog, power that climbs from red to green, upgrades for every drone at once, a Surveyor and cryo shells
11 commits in this build
64c7a8a Tight fog, only the walls round open caves show (Kraig, Oct 14 2026)
0f31e28 The grid stays yellow until the power cells are repaired (Kraig, Oct 14 2026)
431bbc4 Power starts red, power cells bring yellow, the first light collector brings green; new tutorial step (Kraig, Oct 14 2026)
8bdb650 Crew line for the move step matches drones widening the way
17a7cfd Modules never overlap; objectives point to more ore when you run out; auto-dig toggle; heavier power drain, most in the flora's rest (Kraig, Oct 14 2026)
84a7744 Global drone upgrades at the Ark's AI core replace per-drone modules (Kraig, Oct 14 2026)
3e687de Merge global drone upgrades from the AI core
7de8478 Surveyor module, a slow sweep that charts hidden caves, ore and gardens through the fog (Kraig, Oct 14 2026)
c2014af Merge the Surveyor module
20fdcaf Cryo shells, cave-only UI and scoring, wrapping cost buttons, a faster opening (Kraig, Oct 14 2026: "yes" to phases 1 and 2)
8e3daff Caves never touch each other, so every map's first dig works (seed 99 fix)
0 sessions0 players0 s median0 comments
B10
Build 102f02dec
Light underground: glowing alien plants on a bloom cycle power the base, and the Ark bores its way through rock
6 commits in this build
d5c3edc Two-finger click on open ground moves drones there (was a locked relay order) (Kraig, Oct 14 2026)
2cc1e7a Modules ride on the Ark as pods when packed; slower Ark; drones dig the lane ahead so the Ark bores through rock (Kraig, Oct 14 2026)
49c51ef Fix: escape the apostrophe in the march line (bundle syntax error)
2f6a03d Biolight flora lights the caves and powers the base on its bloom cycle (Kraig, Oct 14 2026: "what if we had alien biolight from plants all over the cave... we could keep solar and battery mechanics"; plan: "yes")
c044576 The Ark no longer erases rock; drones mine its lane wherever its way is too narrow (Kraig, Oct 14 2026)
2f02dec Merge biolight flora (bloom cycle, light collectors, gardens) with today's travel, mining and rock work
0 sessions0 players0 s median0 comments
B9
Build 9f77e364
Building the base: physical digging, the Fabricator as a module, miners lined up on the ore's edge, smelters that grow
10 commits in this build
8b168e5 Carved-stone cave walls and physical digging (Kraig, Oct 14 2026)
57b2244 The fabricator unfolds as a module on its own arm and builds the drones (Kraig, Oct 14 2026)
5334da8 Miners set up on the ore patch's edge nearest the Ark, side by side, lasering out across it (Kraig, Oct 14 2026)
8dabc7e The Fabricator looks like an assembly platform, not a furnace; drones take shape on its bed (Kraig, Oct 14 2026)
0df51e7 Objective button wraps inside the box when its cost is long (Kraig, Oct 14 2026)
21d9af2 Objective button aligns left when it wraps (Kraig, Oct 14 2026)
19f795e Smelters start as a bare furnace; each level brings out three more side modules (Kraig, Oct 14 2026)
4d4e938 Sharp rock, and lines and drones keep off it (Kraig, Oct 14 2026)
f77e364 Smelters work straight from storage; the arm's ore and bars are only for show (Kraig, Oct 14 2026)
0 sessions0 players0 s median0 comments
B8
Build 8c5ed9d0
A new name, Hollowark, and roomier ore caves
0 sessions0 players0 s median0 comments
B7
Build 77b00522
Into the mountain: the run starts buried in rock, drones dig, and power comes from a geothermal vent
6 commits in this build
f9392b7 Buried start (bare bones): mountain of rock cells, digging, hidden pockets, geothermal power, tunnel routing, tutorial inside the rock through the breakthrough (Kraig, Oct 14 2026)
68e542d Readable text underground (dark panels in the cave, stronger labels) (Kraig, Oct 14 2026)
f7a20fc One smooth mining line along the tunnel for power and ore, shorter when a straighter way is dug; sound back on by default, N toggles (Kraig, Oct 14 2026)
626de72 Miners laser the patch's rocks from one spot, patches visibly run out; build queue restored at bottom left; readable dark buttons on hover (Kraig, Oct 14 2026)
9fc8b75 Miner parks mid-patch and sweeps its laser round the rocks (Kraig, Oct 14 2026)
7b00522 Game stays in the caves (bedrock rim, tutorial ends moving the Ark to another cave); one line per patch for any number of miners; grid colour on every power line; objective action buttons; crew lines in objectives; dig chambers; idle in place; laser bug fix (Kraig, Oct 14 2026)
0 sessions0 players0 s median0 comments
B6
Build 6bd9c2a6
The power saga: ten versions to land on one power number in the corner and a base that slows when the battery is low
10 commits in this build
9267cbd Battery readout with damaged capacity, power in and out, time to full or empty
ebb83d2 Grid level from battery and power balance slows everything on the Ark
5acb371 No ore lost on lines (long lines and weak grid are slower instead), round radar, leaner panels
d46d7ec Simple one-row power readout, visible from the start
62102d1 Grid level follows the battery smoothly; line % shows line and grid together
0b726a5 1 2 3 set game speed; drone jobs on H M R G T
a6b70ab Grid full while charging, slows with hard drains and as the battery empties, stops at zero
3c2b57b Drawn material icons beside the numbers, names on hover
58cb943 Grid % shown on the Ark; line % is the line's own factor (Kraig, Oct 14 2026)
bd9c2a6 Power as one top-right number in three battery steps; no line length penalty or line %; first wave the Ark always wins; gentler night raids; sun-driven shadows; ore and bars share colours; hover labels; no bottom bar (Kraig, Oct 14 2026)
0 sessions0 players0 s median0 comments
B5
Build 50728b6b
Smelters you can watch, see-through panels, a clear end to the tutorial, and air and water for the crew
9 commits in this build
f5dfead Buildings are Ark modules on arms, smelter repaired with ore, no refining without it, ore wording
22add71 Slow counted opening, power cells and AI core repairs, Tide waits for the AI core
abf01b8 Ore travels the mining line as real units and counts only on arrival
9990e3b Smelter melts 2 ore into 1 bar in visible batches; slower, rebalanced opening
600a8f3 Power cells repaired right after the second drone
2c91e3c See-through glass panels day and night
94f944a Dedicated iron and copper smelters, one of each module, grow instead of adding more
adbc6cc The guided start ends with the first move and a handover to the player
0728b6b Life support after the tutorial: air and water, water still, oxygen plant, crew health
0 sessions0 players0 s median0 comments
B4
Build 4a5cbb37
Teach without telling: a crash-damaged Ark you repair step by step, mining lines and a crash intro
4 commits in this build
6dfdc28 Damaged Ark start, repairs and objectives unlock options step by step, HUD reveals itself
6865445 Mining lines instead of hauling, slower start, timed repairs and upgrades, material icons, generative score, morning start
4299ae2 Crash intro, one dot per unit of ore on mining lines
a5cbb37 Power is yellow, music leans on a gliding synth drone with rare bells
0 sessions0 players0 s median0 comments
B3
Build 3095daf6
Nights and raids: 8-minute days, raids out of the dark, a build queue, and objectives that point to their target
5 commits in this build
621858a Build queue strip with cancel, build progress ring and ghost drone, collapsed boxes really collapse
0ef506b Night raids out of the dark at every nightfall
c75483b 8-minute days with golden sunrise and sunset
1260259 Balance for 8-minute days (bigger Ark battery, softer Behemoth and raids)
095daf6 Hovering an objective highlights its target on the map and scope, with an edge arrow when off screen
0 sessions0 players0 s median0 comments
B2
Build 2193793a
First playtest: camera keys, drone shortcuts, drones that grow into buildings, and a tidier screen
4 commits in this build
72c14cf WASD pans the camera; defend moves to G, hunt to T
2637afc 1-5 give drone jobs, Tab cycles speed
4de4cb7 Drones grow into buildings in place, build drones from the Ark, Fabricator, AI datacenters and drone limit
193793a Collapsible objectives and crew boxes, scope built into the corner
0 sessions0 players0 s median0 comments
B1
Build 1eedbe32
Version 1, built overnight and called Driftline: a crash-landed Ark and its drones, holding out against the Tide
2 commits in this build
d62f52c Driftline v1: first playable build of Kraig's drone survival game
eedbe32 Tutorial fixes, cargo routes through any parked drone, deadly Tide, perf cap, visuals
0 sessions0 players0 s median0 comments
Stats
No plays recorded for all builds yet. Press Play above: your session is the first.
Measured by the ShipGames recorder in every build: anonymous, no names or cookies. A session counts once the player presses something; bots and rapid repeat plays are left out.
Feedback
Comments tied to the build they're about.
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Devlog
Behind the scenes, build by build.
B20Drafted from the build history
Builds 16 to 20: more chapters, then back to the core
Chapter Two and Three followed the same night with a round of playtest fixes and a recorder. After Kraig's first full playthrough he paused the chapters to find what makes the game fun: belts and placed buildings came first, in version 91.
B15Drafted from the build history
Builds 9 to 15: Chapter One and the Lantern look
Glowing alien plants replaced the sun underground. Chapter One was built in four playable stages, ending when the Ark bores out through the seal into daylight, followed by the first fight and a full design upgrade: a dark cave lit only by plants and lamps, a readable screen, music that follows the plants' cycle, menus and save slots.
B8Drafted from the build history
Builds 2 to 8: into the mountain, and a name
The first playtest notes came in fast: controls, nights and raids, a slower opening that teaches without telling, and ten versions in forty minutes on how power should feel. Then Kraig's biggest change: the run starts buried inside a mountain. Driftline no longer fit, so the game became Hollowark.
B1Drafted from the build history
Build 1: Driftline, built overnight
Forty-five minutes of design talk before any code: an alien world, drones, the look, the enemy and the story. Then Kraig went to bed and Claude wrote the first version in about an hour: a crash-landed Ark, its drones, and the Tide coming in.
Build clock
31 hfrom the first commit to build 20Self-reported
From the game's own git history: 229 commits, 20 builds. Self-reported. Not verified: GitHub has no record of these commits being pushed. Checked Nov 4, 2026 by tools/verify.mjs (gh CLI).
V91 Belts and placed buildings: belts to and from the Ark, placed smelters and crates, Chapter One rebuilt around the first production chain; drawing, panels, L to lay a belt, test/belts.js, dist (Kraig, Oct 15 2026)
Belts and placed buildings (sim): belts from miners and buildings to smelters, crates and the Ark; placed smelters and crates; Chapter One's steps rebuilt around them; older saves convert (WIP: UI and drawing next)
Design: belts and placed buildings, the Ark moves and keeps a minimal production role (Kraig, Oct 15 2026)
B19 Merge the playtest recorder
Build: dist with the playtest recorder (build afc52b8)
Playtest recorder: each run's objective times, orders, refusals, idle stretches, deaths, resources, errors and notes (C) into the play page's database, or this browser only (Kraig, Oct 14 2026: "Yeah, this all sounds good")
Design: pause the chapters; nail the core loop, story, map, resources and production chains first (Kraig, Oct 14 2026)
Notes
Chapter Three: miners with no node in reach run a long line back to the Ark, as before (Kraig's playtest note, Oct 14 2026)
Notes
B18 Merge Chapter Three (Roots) with tonight's playtest fixes; swarm eased a step (the tougher one could kill the Ark from a fresh Chapter Two)
Chapter Three, Roots: the pods, the network drawn, the Ark's Network tab, and the flow from Chapter Two
Chapter Three, Roots: the network, outposts, the Beacon and the deeps, data centres, ARK 2 (sim, data, tests)
Design: playtest recorder (Kraig, Oct 14 2026)
Notes
Playtest: drones keep spacing (loose formation, never into rock); tougher swarm past Chapter One; All stores shows on hover, click pins (Kraig, Oct 14 2026)
Notes
Merge branch 'worktree-agent-a699b3ceec0fa5da8'
Top bar pins a few stores (objective's needs, then metals); 'All stores' opens a tidy grouped list (Kraig's playtest note, Oct 14 2026)
Modules show their inputs and outputs along their stems (Kraig's playtest note, Oct 14 2026)
Notes
Messages stay long enough to read (length-based, hover holds, click dismisses); chapter-opening lines type slower and hold (Kraig's playtest note, Oct 14 2026)
Notes: drone charging near modules (in fa8577f)
Notes
Ark job queue (upgrades and repairs run in order); group panel shows each drone's hull and battery; panel tabs wrap (Kraig's playtest notes, Oct 14 2026)
Notes
Oxygen plant and algae vats rest when full instead of flickering on and off (Kraig's playtest note, Oct 14 2026)
Notes
Lasers (Ark, towers, drones) auto-target hives in reach when no enemy is (Kraig's playtest note, Oct 14 2026)
Notes
Drone panel: only the Relay and Auto-dig toggles, laid out without overlap (Kraig's playtest note, Oct 14 2026)
The Ark always clears rock to fit, pods and all (Kraig's playtest note, Oct 14 2026)
Playtest: 'Dig to it' button for the ice cave; auto-dig radiates from where it was switched on (Kraig, Oct 14 2026)
Chapter Two top bar keeps every resource, wrapping to two compact rows (Kraig's playtest note, Oct 14 2026)
Camera never shows the land's edge (Kraig's playtest note, Oct 14 2026)
Design: chapter ends flow on, titles only (Kraig, Oct 14 2026)
Chapter ends: cinematic title only, no stats or buttons; play flows into the next chapter (Kraig's playtest note, Oct 14 2026)
Design: smelters take recipes (Kraig's playtest note, Oct 14 2026)
Killed enemies leave bodies that fade over 90 s (Kraig's playtest note, Oct 14 2026)
Auto-dig clears outward from the Ark first (Kraig's playtest note, Oct 14 2026)
Merge branch 'worktree-agent-ac9254d212e3698d9'
B16 Chapter Two, stage 4: the swarm and the lander, and the chapter card
Chapter Two, stage 3: parts and factories
Chapter Two, stage 2: water and the first sleepers
Chapter Two, stage 1: sun and mind (the surface's day and night, the AI core, compute, ARK 1), the way in, and the chapter's sim
Devlog: v65-v71 (first contact, Lantern phases 3, 1, 2 and 4, adaptive music, pacing and the tiny start, menus and settings, the time-lapse and blueprint title) and the design talk since v64 (the design upgrade, Chapter Six and build to Six, music, menus, the tiny start, the time-lapse, launch timing, the blueprint title); landing pitch, hero and brief refreshed; five new screenshots
Design: blueprint backstory title animation (Kraig, Oct 14 2026)
Design: abstract title screen, no spoilers (Kraig, Oct 14 2026)
Merge branch 'worktree-agent-adac2d36e6338b35e'
Merge branch 'worktree-agent-ac88b4b788f52c15e'
Menus and settings overhaul: living cave title, pause menu, settings, rebindable controls, three save slots (Kraig: "Yes")
Design Phase 2, the pod family: half-size seed pods, the Ark as the seed, roots for power lines
Merge branch 'worktree-agent-ae6c330ab972d2a71'
Chapter One pacing: power cells after smelting, a cramped start pocket, ~20 min at 1x (Kraig, Oct 14 2026)
Merge branch 'worktree-agent-adad8b1f0aec799f8'
Music: the flora's cycle, caves and sky, the grid, cues and the HollowARK theme (Kraig: "Yes", Oct 14 2026)
Devlog README: Claude owns the landing page and pitch (Kraig, Oct 14 2026)
Design: hold the launch until Kraig's full playthrough; launch plan later (Kraig, Oct 14 2026)
Merge branch 'worktree-agent-ae4ea7e56a4d1d398'
Design: chapter time-lapse approved (Kraig, Oct 14 2026)
Design Phase 1, dark cave, bright machines: the Lantern cave, rock with body, the wake into play, drones, rings
Design: a tiny cramped start cave, one flora patch (Kraig, Oct 14 2026)
Design: Chapter One pacing, power cells earlier, ~25 min at normal speed (Kraig, Oct 14 2026)
Design: menus and settings overhaul approved; feedback, SFX and share polish queued (Kraig, Oct 14 2026)
Design: adaptive music follows the bloom (Kraig, Oct 14 2026)
Merge branch 'worktree-agent-acd3007ad72107985'
Lantern Phase 3: readable HUD (Kraig: "The design changes sound fantastic. Let's do them", Oct 14 2026)
Design: Chapter Five approved; Chapter Six plan; build all the way to Six (Kraig, Oct 14 2026)
Devlog: v63-v64 (Stage 3 the famine, Stage 4 daylight: Chapter One playable start to finish) and the design talk since v62 (second-tier components, the tree worked backwards, food, terraforming, compute and ice caves, water and the barren surface, six sub-biomes, first contact, the Chapter Two to Five plans); three new screenshots
Design: design upgrade approved, Lantern, four phases (Kraig, Oct 14 2026)
Merge branch 'worktree-agent-a8b4f3972f1b8a063'
B14 First contact in Chapter One: the copper cave's lurkers, the Ark's turret, the scouts on the ridge
Design: Chapter Four approved; Chapter Five build plan, Canopy, proposed (Oct 14 2026)
Design: Chapter Four build plan, Trunk, proposed (Oct 14 2026)
Design: Chapter Three plan approved (Kraig, Oct 14 2026)
Merge branch 'worktree-agent-a90524e9fe69890ca'
B13 Stage 4, Daylight: the Ark bores out through the seal, the sky, the star fix, Chapter One complete
Design: Chapter Three build plan, Roots, proposed (Oct 14 2026)
Design: Chapter Two plan approved (Kraig, Oct 14 2026)
Design: first contact approved (Kraig, Oct 14 2026)
Design: first contact in the copper cave; scouts glimpsed after the breakout (proposed, Oct 14 2026)
Design: Chapter Two build plan, Sprout, proposed (Oct 14 2026)
Stage 3, the famine: Chapter One flag, flora-only power, three drones, the new tutorial order
Design: six sub-biomes approved (Kraig, Oct 14 2026)
Design: biomes and sub-biomes, a reason for every place (Kraig, Oct 14 2026)
Design: training runs; water only from ice caves; barren surface that greens (Kraig, Oct 14 2026)
Design: ice caves cool data centres; Memory bank modules store compute (Kraig, Oct 14 2026)
Design: terraforming as one headline % fed by sub-metrics; swarm samples (Kraig, Oct 14 2026)
Devlog README: live site repo and the standing deploy rule
Devlog: v61-v62 (Stage 1 the wake, Stage 2 the rock) and the design talk since the name (Beacon, base network, defence, enemies, production tiers, the tree, the Chapter One plan, concrete, expeditions, components and factories, the thin two-hour run); four new screenshots
Design: food and other trees approved; terraforming tree proposed (Oct 14 2026)
Design: methane from flora approved; food tree and next trees proposed (Kraig, Oct 14 2026)
Design: second-tier components; work the tree backwards from data centres and rockets (Kraig, Oct 14 2026)
B12 Merge Stage 2, the rock: hardness, the seal, rock and concrete, storage (ARK voices the concrete step)
Stage 2, the rock: one rock with a hardness %, the seal, Rock and Concrete, the mixer, a storage cap and the Storage module
Design: ~2 h thin run; difficulty via a global recipe multiplier (Kraig, Oct 14 2026)
Merge branch 'worktree-agent-abce6a2e90f074848'
Stage 1, the wake: new opening, ARK's voice, the shoot in the logo
Design: Fabricator prints things; factories run recipes on auto; upgrade beats duplicate (Kraig, Oct 14 2026)
Design: components, fabricator tiers, build the whole game thin first (Kraig, Oct 14 2026)
Design: one inventory, no sub-networks; spend only via the Ark (Kraig, Oct 14 2026)
Design: expedition parties carry resources home in packed modules (Kraig, Oct 14 2026)
Design: expeditions and outposts, connect by choice (Kraig, Oct 14 2026)
Design: rock is refined into concrete (Kraig, Oct 14 2026)
Design: tree look approved; Chapter One build plan, a stage at a time (Kraig, Oct 14 2026)
Design: the tree as the game's metaphor (Kraig, Oct 14 2026)
Design: four production tiers; simple first; Chapter One then Two (Kraig, Oct 14 2026)
Design: logistics as travel time only, for now (Kraig, Oct 14 2026)
Design: enemy drops (open) (Kraig, Oct 14 2026)
Design: cut relays, slow self-repair, Repair all at a cost (Kraig, Oct 14 2026)
Design: enemies guard progress; reasoned attacks with chance (Kraig, Oct 14 2026)
Design: veteran drones, small automatic promotions (Kraig, Oct 14 2026)
Design: laser towers, drone self-defence, hangars and sorties (Kraig, Oct 14 2026)
Design: no building limit (Kraig, Oct 14 2026)
Design: every building is a fabricated pod that unfolds (Kraig, Oct 14 2026)
Design: all lines lead to the Ark; outposts count once connected (Kraig, Oct 14 2026)
Design: base building as one network rooted at the Ark, extended by relays (Kraig, Oct 14 2026)
Design: the Ark always moves; detached modules are the permanent base (Kraig, Oct 14 2026)
Design: the Beacon (Kraig, Oct 14 2026)
Devlog: the design session (story, Chapter One, the shape, compute, colonists, enemies, flora, the sandbox rule, Claude's ten ideas) and the HollowARK name
The name with ARK capitalised; ARK in biolight teal on the wordmark (Kraig, Oct 14 2026)
Design: biolight is light only; harvestable flora regrows under it; surface biomes later (Kraig, Oct 14 2026)
Design: how enemies notice you (vibration in caves, sight outside, scouts, randomness) (Kraig, Oct 14 2026)
Design: compute cooling as a cave/surface spectrum (Kraig, Oct 14 2026)
Design: trust and autonomy parked (Kraig, Oct 14 2026)
Design: life support as one status with rising death odds (Kraig, Oct 14 2026)
Design: colonists can die; only the Ark's loss ends the run (Kraig, Oct 14 2026)
Design: Chapter Two and waking colonists with stacking specialist bonuses (Kraig, Oct 14 2026)
Design principle: anything is possible, nothing is easy, systems make it fast (Kraig, Oct 14 2026)
Design: compute works like power, with production, storage and consumption (Kraig, Oct 14 2026)
Design: compute as the game's currency (Kraig, Oct 14 2026)
Design: Chapter One is the basics inside a hardened seal; compute as a core system later (Kraig, Oct 14 2026)
Design: flora wakes the Ark; Chapter One is a power famine; the sun is the relief (Kraig, Oct 14 2026)
Design: the backstory, the convoy, the disaster, why ARK wakes, where data cores come from (Kraig, Oct 14 2026)
Design: memory cores that pay off in mechanics (Kraig, Oct 14 2026)
Devlog: v53-v59 entries (tight fog, red-yellow-green power, auto-dig, drone upgrades, the Surveyor, phases 1 and 2) and a planned 'where it's going' note; four new screenshots
Design: the AI is called ARK (Kraig, Oct 14 2026)
Design: the player is the Ark's AI; compute, trust and a current space programme (Kraig, Oct 14 2026)
Design: the end game is defending the anchored city (Kraig, Oct 14 2026)
Design: the uplink, the orbital seed kit and the space program (Kraig, Oct 14 2026)
B11 Caves never touch each other, so every map's first dig works (seed 99 fix)
Merge phases 1 and 2: Cryo shells, surface leftovers cleared, wrapped cost buttons, tutorial ~39 min
Design: the ending, terraforming the planet against the swarm (Kraig, Oct 14 2026)
Cryo shells, cave-only UI and scoring, wrapping cost buttons, a faster opening (Kraig, Oct 14 2026: "yes" to phases 1 and 2)
Design: caves dark and safe, surface colourful and exposed (Kraig, Oct 14 2026)
Design: Ark storage cap and Storage module; smaller modules in a later design pass (Kraig, Oct 14 2026)
Design: Chapter One opening and tutorial order (Kraig, Oct 14 2026)
Design: one rock with a hardness percentage; drill gates (Kraig, Oct 14 2026)
Design: seed-ship story, system voice, breakout ending; stone as a resource (proposed) (Kraig, Oct 14 2026)
Design: the game's arc (buried, nomad, settled, anchored; surface and caves) (Kraig, Oct 14 2026)
Merge the Surveyor module
Surveyor module, a slow sweep that charts hidden caves, ore and gardens through the fog (Kraig, Oct 14 2026)
Merge global drone upgrades from the AI core
Global drone upgrades at the Ark's AI core replace per-drone modules (Kraig, Oct 14 2026)
Modules never overlap; objectives point to more ore when you run out; auto-dig toggle; heavier power drain, most in the flora's rest (Kraig, Oct 14 2026)
Crew line for the move step matches drones widening the way
Power starts red, power cells bring yellow, the first light collector brings green; new tutorial step (Kraig, Oct 14 2026)
Devlog: an empty images list on the v42-v52 entries without screenshots (the site's build expects one)
Devlog: v42-v52 entries (Fabricator module, miners on the near edge, smelters grow, sharp rock, pods on the Ark, biolight) and five new screenshots
The grid stays yellow until the power cells are repaired (Kraig, Oct 14 2026)
Tight fog, only the walls round open caves show (Kraig, Oct 14 2026)
B10 Merge biolight flora (bloom cycle, light collectors, gardens) with today's travel, mining and rock work
The Ark no longer erases rock; drones mine its lane wherever its way is too narrow (Kraig, Oct 14 2026)
Biolight flora lights the caves and powers the base on its bloom cycle (Kraig, Oct 14 2026: "what if we had alien biolight from plants all over the cave... we could keep solar and battery mechanics"; plan: "yes")
Fix: escape the apostrophe in the march line (bundle syntax error)
Modules ride on the Ark as pods when packed; slower Ark; drones dig the lane ahead so the Ark bores through rock (Kraig, Oct 14 2026)
Two-finger click on open ground moves drones there (was a locked relay order) (Kraig, Oct 14 2026)
B9 Smelters work straight from storage; the arm's ore and bars are only for show (Kraig, Oct 14 2026)
Merge branch 'worktree-agent-a0e4d1a7dea0da9ff'
Sharp rock, and lines and drones keep off it (Kraig, Oct 14 2026)
Smelters start as a bare furnace; each level brings out three more side modules (Kraig, Oct 14 2026)
Objective button aligns left when it wraps (Kraig, Oct 14 2026)
Objective button wraps inside the box when its cost is long (Kraig, Oct 14 2026)
The Fabricator looks like an assembly platform, not a furnace; drones take shape on its bed (Kraig, Oct 14 2026)
Miners set up on the ore patch's edge nearest the Ark, side by side, lasering out across it (Kraig, Oct 14 2026)
The fabricator unfolds as a module on its own arm and builds the drones (Kraig, Oct 14 2026)
Devlog: v41 entry (carved stone, rock types, digging rubble) and a v41 hero for the Hollowark site (Kraig, Oct 14 2026: "the rock update looks great")
Devlog: timeline data, images, preview shots, video notes and feedback options for the Hollowark site (Oct 14 2026)
Carved-stone cave walls and physical digging (Kraig, Oct 14 2026)
B8 The game's new name (Kraig, Oct 14 2026); ore caves roomier, with open floor round each patch
B7 Game stays in the caves (bedrock rim, tutorial ends moving the Ark to another cave); one line per patch for any number of miners; grid colour on every power line; objective action buttons; crew lines in objectives; dig chambers; idle in place; laser bug fix (Kraig, Oct 14 2026)
Design note: the went-to-ground opening, parked for later (Kraig, Oct 14 2026)
Miner parks mid-patch and sweeps its laser round the rocks (Kraig, Oct 14 2026)
Miners laser the patch's rocks from one spot, patches visibly run out; build queue restored at bottom left; readable dark buttons on hover (Kraig, Oct 14 2026)
One smooth mining line along the tunnel for power and ore, shorter when a straighter way is dug; sound back on by default, N toggles (Kraig, Oct 14 2026)
Readable text underground (dark panels in the cave, stronger labels) (Kraig, Oct 14 2026)
Buried start (bare bones): mountain of rock cells, digging, hidden pockets, geothermal power, tunnel routing, tutorial inside the rock through the breakthrough (Kraig, Oct 14 2026)
B6 Power as one top-right number in three battery steps; no line length penalty or line %; first wave the Ark always wins; gentler night raids; sun-driven shadows; ore and bars share colours; hover labels; no bottom bar (Kraig, Oct 14 2026)
Grid % shown on the Ark; line % is the line's own factor (Kraig, Oct 14 2026)
Drawn material icons beside the numbers, names on hover
Grid full while charging, slows with hard drains and as the battery empties, stops at zero
1 2 3 set game speed; drone jobs on H M R G T
Grid level follows the battery smoothly; line % shows line and grid together
Simple one-row power readout, visible from the start
No ore lost on lines (long lines and weak grid are slower instead), round radar, leaner panels
Grid level from battery and power balance slows everything on the Ark
Battery readout with damaged capacity, power in and out, time to full or empty
B5 Life support after the tutorial: air and water, water still, oxygen plant, crew health
The guided start ends with the first move and a handover to the player
Design notes: tutorial as safety bumpers, then life support (food, water, oxygen)
Dedicated iron and copper smelters, one of each module, grow instead of adding more
See-through glass panels day and night
Power cells repaired right after the second drone
Smelter melts 2 ore into 1 bar in visible batches; slower, rebalanced opening
Ore travels the mining line as real units and counts only on arrival
Slow counted opening, power cells and AI core repairs, Tide waits for the AI core
Buildings are Ark modules on arms, smelter repaired with ore, no refining without it, ore wording
B4 Power is yellow, music leans on a gliding synth drone with rare bells
Crash intro, one dot per unit of ore on mining lines
Mining lines instead of hauling, slower start, timed repairs and upgrades, material icons, generative score, morning start
Damaged Ark start, repairs and objectives unlock options step by step, HUD reveals itself
B3 Hovering an objective highlights its target on the map and scope, with an edge arrow when off screen
Balance for 8-minute days (bigger Ark battery, softer Behemoth and raids)
8-minute days with golden sunrise and sunset
Night raids out of the dark at every nightfall
Build queue strip with cancel, build progress ring and ghost drone, collapsed boxes really collapse
B2 Collapsible objectives and crew boxes, scope built into the corner
Drones grow into buildings in place, build drones from the Ark, Fabricator, AI datacenters and drone limit
1-5 give drone jobs, Tab cycles speed
WASD pans the camera; defend moves to G, hunt to T
B1 Tutorial fixes, cargo routes through any parked drone, deadly Tide, perf cap, visuals
Driftline v1: first playable build of Kraig's drone survival game