Rustworn Devlog – One-Month Roadmap (June 2025)


Hey everyone.

I wanted to share a quick look at my upcoming  June development roadmap  for Rustworn.

For the next month, I’m shifting into full polish mode—one core system per week. Four weeks, four focused systems, one goal: making the escape loop playable, presentable, and fun.

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Weekly Breakdown

Week 1 – Gear Card Runtime System

- Rework runtime gear use system

- Add cooldowns, charges, and input polish

- Temporary gear pop-up UI (hoverable?)

- Assign basic effects to test gears (block hazard, disable trap, boost jump)

- Visual indicators for gear rarity or status

Goal: Gear should feel satisfying and strategic, with a clean UI flow and immediate feedback.

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 Week 2 – Pressure System Finalization

- Create passive and active pressure sources (movement, pads, gear use)

- Threshold-based hazard escalation

- Trigger sound/visual feedback as Pressure builds

- Modular prefab trigger zones with animation

 Goal: Make the world respond to the player. The deeper you go, the more it watches you.

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 Week 3 – Compass & Floor Flow

- Compass pickup animation + terminal display

- Artifact destination system (randomized floor areas)

- Add signs, symbols, and landmark hints

- Make Floor 1 loop layout more readable (shortcut, key doors, reroutes)

- Optional: Compass glow pulse when facing target zone

 Goal: Players feel invited to explore, but warned about what lies deeper.

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Week 4 – Artifact Pickup & Escape Loop

- Polish Artifact pickup animation

- Trigger escape phase: lights flicker, valves burst, alarms hum

- Add Pressure spike feedback

- Build basic return route with blocked paths

- Start/stop escape music

- Test pressure hazard prefab reactivation

 Goal: Make the artifact moment feel like a stolen secret. Your gear’s almost spent, and the dungeon’s alive now.

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 Bonus Goals (If Time Allows)

- Post WIP GIFs of Pressure buildup & Gear card use

- Test camera shake/vignette effect post-artifact

- Update UI shell for in-game vitals/gear preview

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You can follow the project here and I’ll be posting weekly updates starting next week.

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