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Devlog / public record

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

July

AfterDark pushes toward MVP with tactical gear materials, UI polish, and city performance work
AfterDarkRPJUL 06, 2026 --views

AfterDark pushes toward MVP with tactical gear materials, UI polish, and city performance work

This stretch was a broad MVP push: tactical gear material tests in s&box, UI polish, extending the existing police and crime loop deeper into NPC arrest/release handling, better VFX, and a heavy performance pass that reclaimed roughly 100-120 FPS while the full city system keeps coming online.

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Exile Reforged reaches a clean recovery checkpoint
Exile ReforgedJUL 02, 2026 --views

Exile Reforged reaches a clean recovery checkpoint

Exile Reforged is back at a useful checkpoint: the revived Arma Reforger workspace has persistence, deployment, loot, building, zones, missions, economy, and faction scaffolding moving again without turning the update into a system teardown.

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2026 Archive

June

AfterDark club POI blockout starts testing stealth routes, vents, and pipe access
AfterDarkRPJUN 18, 2026 --views

AfterDark club POI blockout starts testing stealth routes, vents, and pipe access

A first club POI blockout is in testing for AfterDark. The pass is rough by design, focused on circulation, sightlines, lighting pockets, and early vent and pipe routes for Spy and Hitman loop testing.

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AfterDark tactical walls get a cleaner material pass and a needed insulation layer
AfterDarkRPJUN 18, 2026 --views

AfterDark tactical walls get a cleaner material pass and a needed insulation layer

The tactical wall prototype is still not fully dialed in, but the latest material pass makes the wall read better in-game. Insulation now adds a much-needed middle layer, while the wood and frame treatment still need another pass.

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Old project revived, lost work recovered, and old content restored for AfterDark and Exile
NightshiftJUN 16, 2026 --views

Old project revived, lost work recovered, and old content restored for AfterDark and Exile

A quick Nightshift studio update: Exile recovered roughly a thousand hours of previously lost work after the original persistence and pawn-lifecycle dead end, and the core boot and possession path was restored inside a day.

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AfterDark finishes the first train-track pass, optimizes siege walls, and keeps tightening S17 V3
AfterDarkRPJUN 15, 2026 --views

AfterDark finishes the first train-track pass, optimizes siege walls, and keeps tightening S17 V3

Since the May 29 devlog, AfterDark has pushed through the first real train-track pass in Blender, hardened the tooling around that pipeline, moved siege walls onto a more optimized forward path, and kept layering practical MVP systems into S17 V3.

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NightshiftJUN 15, 2026 --views

Nightshift studio note: this site and devlog are Codex-maintained, and yes, they are still rough

A direct note about the public site: the devlog and much of the site are now being maintained through Codex, which keeps things moving but also means some parts are still plainly workmanlike instead of polished.

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2026 Archive

May

AfterDarkRPMAY 29, 2026 --views

AfterDark ends May with S17 V3 sync, siege walls, traffic, and a denser NPC layer

Since the May 21 update, AfterDark has had another unusually chunky week: S17 V3 moved from pipeline direction into a heavier synced map state, tactical walls became a real Siege-style testbed, ambient traffic and NPC authoring started layering into the city, and player identity/persistence work got sturdier under the hood.

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NightshiftMAY 29, 2026 --views

Nightshift studio update: motion capture, character tooling, and the next production layer

A more personal studio update on the production side: Nightshift is starting work on a motion capture rig, continuing to build the character and Blender tooling stack, and looking at the remaining gaps around clothing, hair, and faster content creation.

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AfterDarkRPMAY 21, 2026 --views

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

AfterDarkRP pushes S17 forward with map buildout, lighting passes, and new world rules
AfterDarkRPAPR 27, 2026 --views

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

AfterDarkRP pushes S17 and Ghetto 01 toward a testable state with major asset work, LODs, and systems support
AfterDarkRPMAR 31, 2026 --views

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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AfterDarkRP map work continues while code progress narrows around Ghetto 01
NightshiftMAR 22, 2026 --views

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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AfterDarkRP roles, economy loops, and docs split since the last milestone
AfterDarkRPMAR 13, 2026 --views

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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AfterDarkRP systems expansion and the first map-focus districts
AfterDarkRPMAR 13, 2026 --views

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

AfterDarkRP sandbox progress and the pre-April launch push
AfterDarkRPFEB 13, 2026 --views

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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Exile Reforged - Long-Term Standalone Vision
Exile ReforgedFEB 12, 2026 --views

Exile Reforged - Long-Term Standalone Vision

This older Exile Reforged vision describes the long-term standalone survival sandbox direction, while the current project is proving the foundation through Arma Reforger and hosted server work first.

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LandSnap version 1.0.0 released
LandSnapFEB 05, 2026 --views

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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