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Milestones, experiments, and creative notes from the pipeline.

Nightshift documents progress as systems lock in, worlds take shape, and new public-facing surfaces come online.

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2026 Archive

May

AfterDarkRPMAY 21, 2026

AfterDark moves into the S17 V3 pipeline with Blender sync, police rappelling, and deeper systems work

Since the April 27 devlog, AfterDark has moved from a larger S17 V2 map push into a bigger production pipeline shift: S17 V3 is being built around Blender sync, BlenderMCP and Blender Bridge are becoming real workflow tools, police rappelling is in, vehicles are spawning, and the codebase has picked up major foundations for reputation, NPCs, business loops, tactical cover, optimization, and future district control.

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2026 Archive

April

AfterDarkRPAPR 27, 2026

AfterDarkRP pushes S17 forward with map buildout, lighting passes, and new world rules

The last month in AfterDarkRP was not one isolated feature drop. It was a sustained push across S17 map buildout, materials and lighting polish, prop and toolgun protections, gameplay support systems, and the first resident NPC/navigation layer aimed at making the city feel denser and more controllable.

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2026 Archive

March

AfterDarkRPMAR 31, 2026

AfterDarkRP pushes S17 and Ghetto 01 toward a testable state with major asset work, LODs, and systems support

This week was heavier than a simple visual pass: S17 picked up a major asset and scene push across Ghetto_01, Downtown, and TrainStation alongside baseline LOD coverage, light/time optimization, Blender cleanup, connector planning, atmosphere work, and supporting gameplay/UI changes aimed at making Ghetto_01 testable instead of fragile.

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NightshiftMAR 22, 2026

AfterDarkRP map work continues while code progress narrows around Ghetto 01

Map work is still moving, and code is still progressing, but AfterDarkRP has slowed around a narrower target: getting Ghetto 01 playable and reaching the point where server-sided code can actually be tested. Weed growing is close, with the sell loop still left to lock.

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AfterDarkRPMAR 13, 2026

AfterDarkRP roles, economy loops, and docs split since the last milestone

Since the February 13, 2026 launch-push post, AfterDarkRP has expanded its live role roster, tightened economy interactions, and split the public site into clearer guide, changelog, and devlog surfaces.

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AfterDarkRPMAR 13, 2026

AfterDarkRP systems expansion and the first map-focus districts

Since the last devlog, AfterDarkRP has expanded across law, economy, shipments, printers, world interactions, and the first full Weed Grower pipeline, while map focus narrows around Ghetto 01 and Downtown.

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2026 Archive

February

AfterDarkRPFEB 13, 2026

AfterDarkRP sandbox progress and the pre-April launch push

We are locking the core DarkRP systems and moving fast to launch before the April s&box release window.

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Codename SPEARFEB 12, 2026

Combat tempo tests and the first pressure loop

We prototyped a three-phase encounter flow to find the balance between momentum and deliberate timing.

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LandSnapFEB 05, 2026

LandSnap version 1.0.0 released

LandSnap 1.0.0 is officially released with the core placement workflow locked and ready for production use.

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2026 Archive

January

Codename ELDERJAN 28, 2026

Dungeon cadence, loot risk, and team signals

Early layouts focus on escalating stress while making every callout meaningful for the squad.

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Codename SAINTJAN 10, 2026

Mission chaos sketches and character silhouettes

We collected visual targets for the first strike fantasy and started mapping how teams improvise.

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