<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Cinderous.Dev]]></title><description><![CDATA[Obsidian digital garden]]></description><link>http://github.com/dylang/node-rss</link><image><url>site-lib/media/favicon.jpg</url><title>Cinderous.Dev</title><link></link></image><generator>Webpage HTML Export plugin for Obsidian</generator><lastBuildDate>Fri, 10 Apr 2026 22:49:09 GMT</lastBuildDate><atom:link href="site-lib/rss.xml" rel="self" type="application/rss+xml"/><pubDate>Fri, 10 Apr 2026 22:48:51 GMT</pubDate><ttl>60</ttl><dc:creator></dc:creator><item><title><![CDATA[Starlight Raiders Board]]></title><description><![CDATA[Waybacklog6<a aria-label="More options" class="kanban-plugin__lane-settings-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a><a data-tooltip-position="top" aria-label="GameDev/Starlight Raiders/Kanban/Cards/Enemies" data-href="GameDev/Starlight Raiders/Kanban/Cards/Enemies" href="gamedev/starlight-raiders/kanban/cards/enemies.html" class="internal-link" target="_self" rel="noopener nofollow">Enemies</a><a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a><a data-href="Locations" href="gamedev/starlight-raiders/kanban/cards/locations.html" class="internal-link" target="_self" rel="noopener nofollow">Locations</a><a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>Location: <a data-href="Apartment" href="gamedev/starlight-raiders/kanban/cards/apartment.html" class="internal-link" target="_self" rel="noopener nofollow">Apartment</a><a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a><a data-href="Shop Enhancement" href="gamedev/starlight-raiders/kanban/cards/shop-enhancement.html" class="internal-link" target="_self" rel="noopener nofollow">Shop Enhancement</a><a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a><a data-href="Events" href="gamedev/starlight-raiders/kanban/cards/events.html" class="internal-link" target="_self" rel="noopener nofollow">Events</a><a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>Crew Ideas <br>Shrooms - HoT consumable, ordinance buffs (heal on return, more resist, lucky)
<a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>+ Add a cardBacklog11<a aria-label="More options" class="kanban-plugin__lane-settings-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a><a data-href="MVP Checklist" href="gamedev/starlight-raiders/kanban/cards/mvp-checklist.html" class="internal-link" target="_self" rel="noopener nofollow">MVP Checklist</a><a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a><a data-href="Art" href="art.html" class="internal-link" target="_self" rel="noopener nofollow">Art</a><a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a><a data-href="Known Issues + Bugs" href="gamedev/starlight-raiders/kanban/cards/known-issues-+-bugs.html" class="internal-link" target="_self" rel="noopener nofollow">Known Issues + Bugs</a><a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>Elite: Turret<a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>Sounds<a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>Music<a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>Balance Adjustments<a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>Elite: Drone<a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>Elite: Slime<a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>Auto full screen (on desktop?)<a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>Mini-game GameEvents? Throwing
<br>Obstacle/parkour
<a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>+ Add a cardNextUp4<a aria-label="More options" class="kanban-plugin__lane-settings-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>Vary Slimes abilities?<a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>Location: <a data-tooltip-position="top" aria-label="Location Hospital" data-href="Location Hospital" href="gamedev/starlight-raiders/kanban/cards/location-hospital.html" class="internal-link" target="_self" rel="noopener nofollow">Hospital</a><a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>Location Revisit "jumpable" puzzles w/ pits
locked treasure rooms
varying room shapes/sizes
colors
boss rooms specific to spawn (subtype?)
<br>known issues navigation
<a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>Status effects sounds
<br>visuals
<a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>+ Add a cardThis Week2<a aria-label="More options" class="kanban-plugin__lane-settings-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>Revisit Elite BuzzTop + VolOrb replace charge move on VO..some sort of patterned bomb (baby VO) laying? tweak BT summon
VO arena
<br>BT Arena = tight corridors for lots of bouncing, maybe a bunch of walls?
<a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>Run Boss<a data-ignore-drag="true" aria-label="More options" class="kanban-plugin__item-postfix-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>+ Add a cardInProgress0<a aria-label="More options" class="kanban-plugin__lane-settings-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>+ Add a cardRelease 04.10.262<a aria-label="More options" class="kanban-plugin__lane-settings-button clickable-icon"><span data-icon="lucide-more-vertical" class="kanban-plugin__icon "><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="svg-icon lucide-more-vertical"><circle cx="12" cy="12" r="1"></circle><circle cx="12" cy="5" r="1"></circle><circle cx="12" cy="19" r="1"></circle></svg></span></a>]]></description><link>gamedev/starlight-raiders/kanban/board.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Board.md</guid><pubDate>Fri, 10 Apr 2026 22:41:33 GMT</pubDate></item><item><title><![CDATA[04.10.26]]></title><description><![CDATA[Added
Backpack storage increased from 8 to 15
Mini-boss ("Agent") per floor - defeat the "Agent" to reveal the way to the next floor
Fixed
When a container rolls the same item twice, combine the stacks/events
]]></description><link>gamedev/starlight-raiders/changelog/04.10.26.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Changelog/04.10.26.md</guid><pubDate>Fri, 10 Apr 2026 22:41:10 GMT</pubDate></item><item><title><![CDATA[04.01.26]]></title><description><![CDATA[Added
Reworked Main Loop - Cuts were needed and have been made! No longer will you need to deal with the map or fuel - each Bounty is located in a single structure and you ascend it to reach your target using a money-powered Elevator. New Enemies - Look out for Drones and Turrets
Removed
Fuel/Drifting
Navigation Console/Map
Events
Vault
Teleporter from Factory
Fixed
Tutorials
]]></description><link>gamedev/starlight-raiders/changelog/04.01.26.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Changelog/04.01.26.md</guid><pubDate>Wed, 01 Apr 2026 18:45:21 GMT</pubDate></item><item><title><![CDATA[Cuts]]></title><description><![CDATA[
Remove Fuel ✅ 2026-03-30
Remove Drifting ✅ 2026-03-30
Remove Events ✅ 2026-03-30
Remove "Star Arrival" scene ✅ 2026-03-30
Remove starmap/current nav view ✅ 2026-03-30
Create elevator room with interactable button ✅ 2026-03-30
Make missions generate floors rather than starmaps ✅ 2026-03-30
remove vault ✅ 2026-03-30
Test all the way thru ✅ 2026-03-31
Add Shop to possible rooms ✅ 2026-03-31
extend alert level timer/slow rise ✅ 2026-03-30
stop alert level on bounty floor ✅ 2026-03-31
streamline computer-printer-nav ✅ 2026-03-31
fix bounty completion/exit/summary ✅ 2026-03-31
check over stats ✅ 2026-04-01
add drones/turrets to spawns ✅ 2026-04-01
update tutorials ✅ 2026-04-01
update npc chatter ✅ 2026-04-01
fix teleporter ✅ 2026-03-31
Some features seem to make less sense in the context of the game as it grows and it is imperative to boil down a game to just it's core experience I think, in order to minimize scope and maximize quality of the things that have the biggest "bang for your buck". To that end, the following items are being considered for the chopping block:
Navigation NPC/Map - Choosing routes feels insignificant, and "?" Events are pretty lackluster. Reworking of the loop being considered is more akin to Dead Cells, Binding of Isaac, Hades, etc. Sequential areas/worlds. "Corporate Towers"?
Fuel - Independently of the above, fuel feels like an oddball mechanic in the context of the game and is just a bunch of extra clicking, the consequence of running out of fuel feels pointless and overall fuel feels forced
Events - they feel pointless, non-engaging and un-fun. I have some ideas for replacing them, but they may just get ripped out while the navigation NPC/Map rework concept comes together
Proposed new loop - "Corporate Tower"
Player selects a bounty (associated with a company)
Player collects supplies at printer
Player "starts" bounty, which brings them to loot area 1, "Lobby"
Player ascends floors through various "departments" (e.g. Lobby -&gt; Offices - &gt; Manufacturing -&gt; Bounty Target) Elevator to find on each floor?
Key(s) on each floor?
Elevator presents options to give some choice still e.g.: Floor 2 = Health Services (Requires Red Keycard)
Floor 3 = Research Lab (Requires Green Keycard)
Floor 4 = ??? (requires no keycard) Shops &amp; "Events" hang off these generated levels
Upon reaching the boss level and defeating boss, tower "self-destruct", need to "extract" via ship, slide down elevator shaft
Questions:
How should bounty tiers be factored in here? Should they work as they do now, altering the whole run? Should they be tied to floors? OR should we increase difficulty by introducing different enemies on each floor?
Should "Alert Level" span the whole run similar to Risk of Rain?
Should floors have multiple tiers? E.g. 1-1, 1-2, 1-3 with each having a mini boss?
]]></description><link>gamedev/starlight-raiders/kanban/cards/cuts.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/Cuts.md</guid><pubDate>Wed, 01 Apr 2026 18:42:23 GMT</pubDate></item><item><title><![CDATA[MVP Checklist]]></title><description><![CDATA[
Mod/Slot System ✅ 2026-03-15
Shields ✅ 2026-03-15
Tutorial ✅ 2026-03-15
Combat Tutorial ✅ 2026-03-22
3+ Loot locations
Permanent Progression (Crewmates) ✅ 2026-03-15
Crafting system ✅ 2026-03-15
5+ Unique Enemies (not counting slime variations)
3+ Unique Elite/Bounty Targets
Utility equipment system ✅ 2026-03-15
Bounty Variation (Difficulty, Buy-in, Supplies, Rewards) ✅ 2026-03-15
Full Controller Support ✅ 2026-03-15
Minimap ✅ 2026-03-15
<a data-href="Difficulty&amp;Scaling" href="gamedev/starlight-raiders/kanban/cards/difficulty&amp;scaling.html" class="internal-link" target="_self" rel="noopener nofollow">Difficulty&amp;Scaling</a>; scaling of loot, enemy, etc. ✅ 2026-03-27
<br><a data-href="V3 Level Generation" href="gamedev/starlight-raiders/kanban/cards/v3-level-generation.html" class="internal-link" target="_self" rel="noopener nofollow">V3 Level Generation</a> ✅ 2026-03-19
Movement mechanics ✅ 2026-03-15
<br><a data-href="Options" href="gamedev/starlight-raiders/kanban/cards/options.html" class="internal-link" target="_self" rel="noopener nofollow">Options</a> ✅ 2026-03-21
<br>Updated <a data-tooltip-position="top" aria-label="GameDev/Starlight Raiders/Docs/Credits" data-href="GameDev/Starlight Raiders/Docs/Credits" href="gamedev/starlight-raiders/docs/credits.html" class="internal-link" target="_self" rel="noopener nofollow">Credits</a> ✅ 2026-03-21
Balance sweep
Sounds
]]></description><link>gamedev/starlight-raiders/kanban/cards/mvp-checklist.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/MVP Checklist.md</guid><pubDate>Fri, 27 Mar 2026 19:31:06 GMT</pubDate></item><item><title><![CDATA[03.27.26]]></title><description><![CDATA[Added
Vault NPC in the Hub, near Dock 01 - Vault is no longer accessible via chest on ship.
Short explanation of Vault upon first Abandon/Victory.
Objects are now split into "Short" and "Tall". Everything "Short" is Vaultable, bullets travel over, enemies can see over, and some enemies can jump over. Everything "Tall" blocks sight lines and bullets.
Small animation for dying, made death not an instant/awkward menu
Loot Table enhancements Dynamic scaling of rarity (Bounty level, alert level)
Further diversification of loot "context" (varying loot based on room/level)
Dynamic loot availability based on current "status" (Bounty tier, progression, etc.) Bounty Scaling Loot rarity and quantity
Enemy move speed
Enemy damage
Enemy Spawner Alert Level Scaling Loot rarity
Chance to spawn an Elite Level Modifiers: "Remote" and "Priority"
Fixed
Elemental damage not showing on Weapon stat preview
Interacts with NPCs now mirror all other interactions
Rapidly repeating "out of ammo" sound when you are completely empty
Issue allowing you to sometimes vault onto/into longer containers/props
]]></description><link>gamedev/starlight-raiders/changelog/03.27.26.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Changelog/03.27.26.md</guid><pubDate>Fri, 27 Mar 2026 16:22:43 GMT</pubDate></item><item><title><![CDATA[Difficulty&Scaling]]></title><description><![CDATA[
Scale Loot Rarity (how?)
manipulate loot tables/chances based on bounty tier
Factor in bounty tier in equipment generation
Factor in alert level in equipment generation Scale enemy HP ✅ 2026-02-25
Scale enemy Speed ✅ 2026-03-27
Scale Spawning/Budget with bounty tier - higher budget, faster respawn or faster alert level ✅ 2026-03-27
Scale: (?)
enemy HP
enemy speed
loot rarity
shield/armor/resistances
spawn budget/availability for <a data-href="Alert Level#1. Tiers &amp; Credits" href="gamedev/starlight-raiders/docs/alert-level.html#1. Tiers &amp; Credits" class="internal-link" target="_self" rel="noopener nofollow">Alert Level &gt; 1. Tiers &amp; Credits</a>
Proposed Enemy HP Scaling:EnemyHP = BaseHP * (1.0 + (BountyTierMultiplier ))E.g.
Tier 0 = 10 HP (0)
Tier 1 = 12 HP (0.2)
Tier 2 = 15 HP (0.5)
Tier 3 = 20 HP (1.0)
Flat Damage Reduction
"Immune" to certain statuses
Resistances
]]></description><link>gamedev/starlight-raiders/kanban/cards/difficulty&amp;scaling.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/Difficulty&amp;Scaling.md</guid><pubDate>Fri, 27 Mar 2026 16:10:10 GMT</pubDate></item><item><title><![CDATA[Bounties Enhancement]]></title><description><![CDATA[First pass at next tier bounties: Tier 0 requires a pay-in to take it ✅ 2026-02-21
Enemy Health takes into account current mission tier see <a data-href="Difficulty&amp;Scaling" href="gamedev/starlight-raiders/kanban/cards/difficulty&amp;scaling.html" class="internal-link" target="_self" rel="noopener nofollow">Difficulty&amp;Scaling</a> ✅ 2026-02-22
Reward is increased based on Tier ✅ 2026-02-21
Ammo supplies should match printed weapon ✅ 2026-02-22
Supplies should vary per difficulty tier ✅ 2026-02-21
<br><a data-href="Bounty" href="gamedev/starlight-raiders/docs/bounty.html" class="internal-link" target="_self" rel="noopener nofollow">Bounty</a> document ✅ 2026-02-22
]]></description><link>gamedev/starlight-raiders/kanban/cards/bounties-enhancement.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/Bounties Enhancement.md</guid><pubDate>Tue, 24 Mar 2026 19:14:15 GMT</pubDate></item><item><title><![CDATA[Known Issues + Bugs]]></title><description><![CDATA[Gameplay
fast-shooting by rapid swapping
Grenades don't care about pits/holes ✅ 2026-03-20
no way to skip tutorial on new game ✅ 2026-03-19
Audio
Confusing sounds for certain weapons (e.g. Rifle)
cap on empty-clip noise ✅ 2026-03-24
UI/Interaction
UI Inputs don't update based on rebinds
CTRL clicking already equipped items does nothing but plays sound ✅ 2026-03-23
shift click equipped item does nothing ✅ 2026-03-21
(lack of) auto-stacking of equipped items ✅ 2026-03-21
Hovering a weapon in Cargo can sometimes flicker as the mouse focus bounces between the stats and the cargo screen ✅ 2026-03-19
Backend
Navigation gives a warning about grid size for certain enemies on certain areas
]]></description><link>gamedev/starlight-raiders/kanban/cards/known-issues-+-bugs.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/Known Issues + Bugs.md</guid><pubDate>Tue, 24 Mar 2026 19:00:07 GMT</pubDate></item><item><title><![CDATA[03.23.26]]></title><description><![CDATA[Added
Tutorial Updates - Added some components for Combat, first Mission, first Death and first Victory
Control rebinding for Controller/M&amp;KB (Controls saved to local config file)
Level summary now a pop-up when extracting/dying, no scene reloading needed
Set Resolution on Options screen
Proper names to enemies (show on bounty status, summary &amp; book of bragging)
Auto-stacking &amp; auto-equipping on pickup; e.g. Picking up a mod you already have equipped will auto-stack; Picking up a grenade will auto-equip it
Shop keeper got his groove back
Bounty Target now drops more mods
Dropped items are now magnetized &amp; auto-picked up (no Interact needed)
Visual feedback for Dodge cooldown
Rocket Ammo
Aimer now "sticks" to mouse when on M&amp;KB, no change on controller behavior
Statuses - Some changes to their effects and how to fix them Bandages now only fix Bleed/Poison, both of which ignore shield
Burn hits more frequently, hits shield first and is put out by Dodging
Shock hits less frequently, for longer and does a small amount of damage (to shield first). It's now removed by Shield Chargers
Freeze prevents dodging, and still slows (as it always has) Fixed
Set FX/Music sliders to current level when opening Options (not 100)
Enemy behavior around pits
Enemy collisions with the environment
Knockback into pits
Throwables falling down pits
Weapon display location/spacing
Quick-equipping already equipped items now unequips them
Losing utility item(s) on reload of save
Auto-equipping of printed weapon even when it's worse than what you have
Health bar not refreshing (showing 100) when respawning at Hub after death
Red health flash not stopping when using Botanist "Heal Full"
Missing Interact Icon on Doors
Item dropping on top of looting player interrupts looting
Issue preventing Blueprints from registering with Printer
Airlock inconsistencies
]]></description><link>gamedev/starlight-raiders/changelog/03.23.26.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Changelog/03.23.26.md</guid><pubDate>Mon, 23 Mar 2026 16:08:17 GMT</pubDate></item><item><title><![CDATA[Enemies]]></title><description><![CDATA[<a data-href="#Slimes" href="gamedev/starlight-raiders/docs/enemies.html#Slimes_0" class="internal-link" target="_self" rel="noopener nofollow">Slimes</a><br>
<a data-href="#Rolly Explode" href="#Rolly Explode" class="internal-link" target="_self" rel="noopener nofollow">Rolly Explode</a><br>
<a data-href="#Spike Bounce" href="#Spike Bounce" class="internal-link" target="_self" rel="noopener nofollow">Spike Bounce</a>Slimes are gooey alien creatures found bouncing around derelict locations. They come in a number of flavors.Poison
Shock
Fire
IceThis droid will chase it's target until it is within range and then trigger it's self-destruct sequence.Elite
Charging attack that sends it bouncing around the room
Summon's standard Volatile Orbs whole shielding itself The next level in anti-theft technology, this beyblade-turned-droid needs a moment to line up it's trajectory before it sends it's spinning blades at it's targets soft flesh.Elite
Charging attack that sends it bouncing around the room
Summon's standard Volatile Orbs whole shielding itself ]]></description><link>gamedev/starlight-raiders/docs/enemies.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Docs/Enemies.md</guid><pubDate>Mon, 23 Mar 2026 11:25:59 GMT</pubDate></item><item><title><![CDATA[Tutorial v2]]></title><description><![CDATA["are you new here?"
Yes/No to skip ✅ 2026-03-21
combat tutorial ✅ 2026-03-21
replace controls with controller/mkb ✅ 2026-03-21
tutorial npc comes along on first mission ✅ 2026-03-21
gonna need various tutorial states ✅ 2026-03-21
First Death concept/flag - here's the last guys stuff ✅ 2026-03-22
First victory concept/flag - celebration ✅ 2026-03-22
do you want to do a quick field test?Yes = Interactive tutorial, NPC leads to connected shooting range
Shooting range has lootable container(s), multiple weapons, and targets
This portion covers dodging, (vaulting?), healing, reloading and basic inventory interactionsNo = NPC Raider leaves, player is free to playWhen first mission ends (fail/abandon/complete), NPC raider approaches player again @ hub
When you're in the hub you can use vault, cargo/backpack is lost upon death etc.]]></description><link>gamedev/starlight-raiders/kanban/cards/tutorial-v2.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/Tutorial v2.md</guid><pubDate>Sun, 22 Mar 2026 18:27:49 GMT</pubDate></item><item><title><![CDATA[Options]]></title><description><![CDATA[The Options need to be updated.
Be able to set resolution ✅ 2026-03-20
Check Audio levels ✅ 2026-03-20
Rebind controls ✅ 2026-03-20
]]></description><link>gamedev/starlight-raiders/kanban/cards/options.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/Options.md</guid><pubDate>Fri, 20 Mar 2026 21:46:13 GMT</pubDate></item><item><title><![CDATA[03.20.26]]></title><description><![CDATA[Added
V3 of Level Generation Enforcing minimums/maximums for containers/enemies/rooms
Locked treasure rooms
Loot tables can be influenced by level type/room type
Doors can be more freely placed, have variable sizes and variable visuals
Room sizes/shapes/layouts have more flexibility
Wall sizes have been greatly reduced to give the game a less blocky look and increase space/variability in rooms
Level modifiers, "Desolate", "Guarded" etc, effecting spawn rates and more Ship &amp; Extract - Your ship is always present now. When you reach a loot area you will spawn at the airlock door on your ship, ready to enter the area (or head to the NavCon and run!). Extracting has changed a bit too - get back on your ship and get the airlock closed to disengage from the dock, clear any lingering baddies to make your next jump!
Throwables - Changed to press to aim, release to throw. Press Dodge to cancel the throw. You'll see a preview arc of the throw now as well.
Weapon Types - reduced to 4, LMG and SMG are no more. These two types felt redundant and would immediately be thrown away in favor of the Rifles. The idea now will be that you find a rifle platform and you can push it towards an SMG/LMG playstyle with mods
Interactable Dialogue Prompt - On your first load the tutorial NPC will approach you as before, but now they'll ask you if you want the tutorial or not
Fixed
Enemy behavior around hazard tiles, particularly slimes &amp; pits
Sensitivity of pit/hazard edges for player
Disappearing aimer after falling down a hole
Alert level UI cleaned and no longer cuts off screen
Blueprints no longer need to be held onto in stash - if not already unlocked, a blueprint type is consumed when visiting the printer and unlocks that type going forward
"Rooms Explored" always showing 0 in Book of Bragging
Bounty payment pulling extra money when your Backpack couldn't cover the cost
Flickering Weapon Stats when hovering a weapon up in Cargo screen or in lower part of Backpack
]]></description><link>gamedev/starlight-raiders/changelog/03.20.26.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Changelog/03.20.26.md</guid><pubDate>Thu, 19 Mar 2026 23:20:52 GMT</pubDate></item><item><title><![CDATA[Credits]]></title><description><![CDATA[[font_size=28][b]Data Decay[/b][/font_size][font_size=8]Created on a Steam Deck using Godot 4.6.X, Aesprite, GIMP, and Audacity[/font_size][b]Created by Cinderous Works[/b]
Design, programming and graphics – Dan Fernandez
Design Consulting - Dan Szabo[font_size=16][b]Attributions[/b][/font_size][font_size=14][b]Music[/b][/font_size]
<a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/sci-fi-puzzle-title" target="_self">https://opengameart.org/content/sci-fi-puzzle-title</a><br>
<a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/sci-fi-puzzle-stage-select" target="_self">https://opengameart.org/content/sci-fi-puzzle-stage-select</a><br>
<a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/sci-fi-puzzle-in-game-3" target="_self">https://opengameart.org/content/sci-fi-puzzle-in-game-3</a><br>
<a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/sci-fi-puzzle-in-game-2" target="_self">https://opengameart.org/content/sci-fi-puzzle-in-game-2</a><br>
<a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/sci-fi-puzzle-in-game-1" target="_self">https://opengameart.org/content/sci-fi-puzzle-in-game-1</a>[font_size=14][b]Sound FX[/b][/font_size]<br>
<a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/50-cc0-sci-fi-sfx" target="_self">https://opengameart.org/content/50-cc0-sci-fi-sfx</a><br>
<a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/gui-sound-effects" target="_self">https://opengameart.org/content/gui-sound-effects</a><br>
<a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/male-healed-voice" target="_self">https://opengameart.org/content/male-healed-voice</a><br>
<a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/3-item-sounds" target="_self">https://opengameart.org/content/3-item-sounds</a> jump (syringe)<br>
<a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/damage-sounds-male-audio-pack" target="_self">https://opengameart.org/content/damage-sounds-male-audio-pack</a>[font_size=14][b]Special Thanks[/b][/font_size]My beautiful partner for her never-ending support, encouragement, and loveValve – creating industry-changing games and technologyGameDev.TV – helping get my Godot and Pixel Art journey startedGodot Team – creating and maintaining an amazing FOSS game engineBlueSky Indie Devs – feedback and encouragementFOSS Community – building a better world and asking nothing in returnand of course – The Great "Co-developer" Catsby[font_size=18][b]Extra special thanks to you, for playing![/b][/font_size]]]></description><link>gamedev/starlight-raiders/docs/credits.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Docs/Credits.md</guid><pubDate>Thu, 19 Mar 2026 17:43:27 GMT</pubDate></item><item><title><![CDATA[V3 Level Generation]]></title><description><![CDATA[
Level Modifiers; "Desolate", "Loot Rich", "Heavily Guarded" etc ✅ 2026-03-15
Locked doors ✅ 2026-03-15
loot area/roomarea to alter/influence loot table per room/level ✅ 2026-03-16
adjust existing area drops to test/demo this ✅ 2026-03-16 minimums per room ✅ 2026-03-15
enhance door logic ✅ 2026-03-18
Fix tile (re)placement ✅ 2026-03-18
Make visuals variable ✅ 2026-03-17
Make them close-able ✅ 2026-03-17 flexibility in room sizing
]]></description><link>gamedev/starlight-raiders/kanban/cards/v3-level-generation.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/V3 Level Generation.md</guid><pubDate>Thu, 19 Mar 2026 03:01:11 GMT</pubDate></item><item><title><![CDATA[Ending]]></title><description><![CDATA[
What is the end?
How is it reached?
What happens?
]]></description><link>gamedev/starlight-raiders/kanban/cards/ending.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/Ending.md</guid><pubDate>Sun, 15 Mar 2026 17:13:39 GMT</pubDate></item><item><title><![CDATA[Events]]></title><link>gamedev/starlight-raiders/kanban/cards/events.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/Events.md</guid><pubDate>Sun, 15 Mar 2026 17:11:08 GMT</pubDate></item><item><title><![CDATA[Shop Enhancement]]></title><description><![CDATA[
Different types of shops, varying in visuals, wares &amp; prices
Ability to fight the shop keeper and/or steal?
RoR idea might work here - slot-like machine, 3 ?s, etc.
]]></description><link>gamedev/starlight-raiders/kanban/cards/shop-enhancement.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/Shop Enhancement.md</guid><pubDate>Sun, 15 Mar 2026 17:10:58 GMT</pubDate></item><item><title><![CDATA[Locations]]></title><description><![CDATA[
Hospital
Derelict Freighter
Smaller Ship(s)
Mining Asteroid/colony (still active, robots etc)
Warehouse
Space station
]]></description><link>gamedev/starlight-raiders/kanban/cards/locations.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/Locations.md</guid><pubDate>Sun, 15 Mar 2026 17:07:02 GMT</pubDate></item><item><title><![CDATA[03.13.26]]></title><description><![CDATA[Added
Environmental hazard tiles - tiles now store custom data about their effect Toxic waste - green liquid on Factory, will poison you as long as you stand in it
Pits - Bottomless pits at the Factory, fall down them an take damage, respawning where you fell off Utility Equipment - utility items have their own slot on the player, and are activated with right-click or left-trigger. They can be consumable or reusable and have a cooldown. When equipped it will display above your weapon/ammo info. Grenade - medium explosive, explodes after a small delay
Impact Grenade - Small explosive, explodes on impact (note: throwing is treated like a "lob", subject to tweaking) Fixed
Tilesheet inconsistencies between levels, allowing code simplification &amp; expansion
<a data-href="Mods" href="gamedev/starlight-raiders/docs/mods.html" class="internal-link" target="_self" rel="noopener nofollow">Mods</a> documentation
]]></description><link>gamedev/starlight-raiders/changelog/03.13.26.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Changelog/03.13.26.md</guid><pubDate>Fri, 13 Mar 2026 21:22:01 GMT</pubDate></item><item><title><![CDATA[Environmental Hazards]]></title><description><![CDATA[Lava/Toxic tiles
empty pitNeed to be able to shoot OVER pits/toxic, currently blocks]]></description><link>gamedev/starlight-raiders/kanban/cards/environmental-hazards.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/Environmental Hazards.md</guid><pubDate>Fri, 13 Mar 2026 21:15:30 GMT</pubDate></item><item><title><![CDATA[Mods]]></title><description><![CDATA[<a data-href="#Weapon Mods" href="gamedev/starlight-raiders/docs/mods.html#Weapon_Mods_0" class="internal-link" target="_self" rel="noopener nofollow">Weapon Mods</a><br>
<a data-href="#Shield Mods" href="gamedev/starlight-raiders/docs/mods.html#Shield_Mods_0" class="internal-link" target="_self" rel="noopener nofollow">Shield Mods</a><br>
<a data-href="#Suit Mods" href="gamedev/starlight-raiders/docs/mods.html#Suit_Mods_0" class="internal-link" target="_self" rel="noopener nofollow">Suit Mods</a>
Accuracy - "Bull Barrel" +5% Accuracy Fire Rate - "Hair Trigger" +5% Rate Of Fire Big Mag - "Extended Mag" +5% Magazine Capacity Fast Mag - "Speed Mag" +5% Reload Speed HeavyHitter - "Heavy Bolt" +5% Damage
-5% Fire Rate Huge Mag - "Drum Mag" +10% Magazine Capacity
-5% Movement Speed Knockback - "Heavy Barrel" +0.1s Knockback Lightweight - "Lightweight Stock" -5% Speed Penalty While Firing Spread - "Scatter Barrel" -5% Accuracy Efficient Charging - "Flux Capacitor" +10% Recharge Effectiveness MaxShield - "Shield Core" +5% Max Charge Damage Resist - "Armor Plating" +5% Damage Resistance Explosive Resist - "Kinetic Converter" +5% Explosion Resistance Poison Resist - "Toxin Filter" +5% Poison Resistance Thorns - "Defensive Shock" +5% Damage Reflect MaxHealth - "Thick Skin" +5% Max HP Movement - "Adrenaline Pump" +5% Movement Speed Discount - "Aye Member" +1% Discount
+1% Loot Speed
+1% Movement Speed Dodge Cooldown - "Hydro-cooled Thrusters" -5% Dodge Cooldown Dodge Length - "Heavy Thrusters" +5% Dodge Speed Healing - "BioDoc" +5% Healing Effectiveness FasterActions - "Golden Glove" +5% Loot Speed
+5% Reload Speed Bleed Resist - "Autodoc" +5% Bleed Resistance Loot Speed - "Mag-Gloves" +5% Loot Speed ]]></description><link>gamedev/starlight-raiders/docs/mods.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Docs/Mods.md</guid><pubDate>Mon, 09 Mar 2026 17:32:55 GMT</pubDate></item><item><title><![CDATA[03.06.26]]></title><description><![CDATA[Added
Tutorial - brief walkthrough of hub/ship at start of a new game
Shop carries all ammo types and shield charges
UI more consistent with other menus Cargo/Vault combined into single view
Vaulting - jump over obstacles to clear the room faster or make a daring escape! prototype implementation, subject to change
Stats Level summary screen contents &amp; theme updated
Run stats now viewable at the bounty computer
Big Book Of Bragging - available at the hub, shows your lifetime stats Fixed
Move All (To Cargo/Vault) buttons when respective inventory is full
Keycard removed from Bounty Fight, door unlocks automatically after beating the target
Quick Use Wheel only shows items which you posses
Unintentional dodge when closing backpack with B
Ghost item when closing backpack while holding an item
Shift-click randomly selecting other stacks of the same item to move rather than the clicked stack
]]></description><link>gamedev/starlight-raiders/changelog/03.06.26.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Changelog/03.06.26.md</guid><pubDate>Fri, 06 Mar 2026 16:28:50 GMT</pubDate></item><item><title><![CDATA[Tutorial]]></title><description><![CDATA[The tutorial will take place the first time a player enters the <a data-tooltip-position="top" aria-label="GameDev/Starlight Raiders/Docs/Hub" data-href="GameDev/Starlight Raiders/Docs/Hub" href="gamedev/starlight-raiders/docs/hub.html" class="internal-link" target="_self" rel="noopener nofollow">Hub</a>. They can trigger it again by speaking to the raider that gives them the tour of the Hub.The tutorial should cover:
"Who" - is the player, are these people "What" - am I doing here, is the goal - bounties &gt; gear &gt; bounties+
"How/Where" - computer &gt; printer &gt; nav
Clarifying Cargo vs Vault vs Backpack
Explain Death, Abandon
First draft outlinePlayer enters hub on far left/right
NPC Raider approaches player, initiates dialogue
Welcome aboard raider, this is the hubNPC Raider leads player to ship entrance
This is where you can find your ship, dock XX. Your ship will be your primary base of operations.NPC Raider leads player to the computer
Use this computer to pickup your first bountyNPC Raider initiates dialogue upon computer close
You clicked the hell out of that button, now let's get you geared up.NPC Raider takes player to the Armory
This is your armory. The fabricator will provide supplies with each bounty to get you started. Grab them now.NPC Raider takes player to navigation
Use this Navigation Console to start your journey towards the target. Before we do that though, ]]></description><link>gamedev/starlight-raiders/docs/tutorial.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Docs/Tutorial.md</guid><pubDate>Thu, 05 Mar 2026 18:27:52 GMT</pubDate></item><item><title><![CDATA[Stats + Summary Screen]]></title><description><![CDATA[i
The post-level summary screen needs some love including but not limited to
Review of all calculations &amp; output ✅ 2026-03-02
UI/theme ✅ 2026-03-02
fix enemy texture icons ✅ 2026-03-02
Stats in general should be reviewed for completeness, once verified
Display Lifetime stats somewhere ✅ 2026-03-04
Display current run stats somewhere ✅ 2026-03-04
]]></description><link>gamedev/starlight-raiders/kanban/cards/stats-+-summary-screen.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/Stats + Summary Screen.md</guid><pubDate>Wed, 04 Mar 2026 13:51:36 GMT</pubDate></item><item><title><![CDATA[Turret]]></title><description><![CDATA[
Stationary
Variable ammo types?
Laser-scan?
Behaviors:
Scan
Aim/lock-on
Charge
Shoot
Recharge (back to Scan/Aim)
]]></description><link>gamedev/starlight-raiders/kanban/cards/turret.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/Turret.md</guid><pubDate>Mon, 02 Mar 2026 20:20:23 GMT</pubDate></item><item><title><![CDATA[02.27.26]]></title><description><![CDATA[Added
<a data-href="Crewmates" href="gamedev/starlight-raiders/docs/crewmates.html" class="internal-link" target="_self" rel="noopener nofollow">Crewmates</a> have new unlocks Minimap
Emergency Pistol <br><a data-href="Player Ship" href="gamedev/starlight-raiders/docs/player-ship.html" class="internal-link" target="_self" rel="noopener nofollow">Player Ship</a> has been expanded from 1 to 4 rooms
Inventory Management QoL Quick-Move - Shift + L-Click | LB + A
Quick-Equip - Ctrl + L-Click | RB + A
"Move All To Vault" (from cargo) Button <br><a data-tooltip-position="top" aria-label="GameDev/Starlight Raiders/Docs/Enemies &gt; Slimes" data-href="GameDev/Starlight Raiders/Docs/Enemies#Slimes" href="gamedev/starlight-raiders/docs/enemies.html#Slimes" class="internal-link" target="_self" rel="noopener nofollow">Slimes</a> got a little love
Ammo Expansion - No more 1-size-fits-all. Functionally identical, varying rarity &amp; weapon use Light - Pistol/SMG
Medium - Rifle/LMG
Heavy - Rocket Launcher/Shotgun <br>Additional <a data-href="Mods" href="gamedev/starlight-raiders/docs/mods.html" class="internal-link" target="_self" rel="noopener nofollow">Mods</a>
<br><a data-href="Bounty" href="gamedev/starlight-raiders/docs/bounty.html" class="internal-link" target="_self" rel="noopener nofollow">Bounty</a> Enhancement: Higher risk bounties are now available providing (slightly) more challenging enemies but a larger reward. Bounty tiers above the base require a "buy-in" fee.
Supplies provided depends on the tier
Ammo supplied matches printed weapon Fixed
Fog of War where it wasn't needed (e.g. shop, hub)
Total ammo count on UI including cargo
Ability to reload/loot at the same time
Events taking your only weapon
]]></description><link>gamedev/starlight-raiders/changelog/02.27.26.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Changelog/02.27.26.md</guid><pubDate>Wed, 25 Feb 2026 16:18:28 GMT</pubDate></item><item><title><![CDATA[Crewmates]]></title><description><![CDATA[A crewmate is an NPC raider that can provide goods &amp; services to aid in the player journey once unlocked. A crewmate moves through 3 "Statuses":
Lost - appears in a looting area if their <a data-tooltip-position="top" aria-label="Crewmates &gt; Spawn Conditions" data-href="Crewmates#Spawn Conditions" href="gamedev/starlight-raiders/docs/crewmates.html#Spawn_Conditions_0" class="internal-link" target="_self" rel="noopener nofollow">spawn conditions</a> are met, must be lead to extract
<br>Pending - Crew, visible on ship, must be brought back to the <a data-tooltip-position="top" aria-label="GameDev/Starlight Raiders/Docs/Hub" data-href="GameDev/Starlight Raiders/Docs/Hub" href="gamedev/starlight-raiders/docs/hub.html" class="internal-link" target="_self" rel="noopener nofollow">Hub</a> to be unlocked
<br>Unlocked - permanently a part of player crew/ship, providing <a data-href="#Services" href="gamedev/starlight-raiders/docs/crewmates.html#Services_0" class="internal-link" target="_self" rel="noopener nofollow">Services</a>
There are currently four Crewmates at varying levels of implementation, they are unlocked in the following order:
Botanist - sells bandages
Gunsmith - sells ammo, upgrades weapons, sells "Emergency Pistol" unlock
Mechanic - sells shield charges, upgrades shields, sells "Echo Mapper" unlock
Navigator - sells fuel
In order to exist in the "spawn pool", a lost crewmate must meet all of their spawn conditions, default values are shown below.
Minimum Runs Played
Minimum Runs Completed Minimum Deaths Prerequisite Crewmember Unlocked - e.g. "Mechanic" may require that "Medic" be unlocked first
% Chance to spawn
Current Services:
- Buy Ammo/Bandages/Shield Chargers/Fuel<br>
- Upgrade shield 1 rarity at a time (<a data-tooltip-position="top" aria-label="Shields &gt; Generation" data-href="Shields#Generation" href="gamedev/starlight-raiders/docs/shields.html#Generation" class="internal-link" target="_self" rel="noopener nofollow">Rerolls</a> it at that rarity)<br>
- Upgrade gun 1 rarity at a time (<a data-tooltip-position="top" aria-label="Weapons &gt; Generation" data-href="Weapons#Generation" href="gamedev/starlight-raiders/docs/weapons.html#Generation" class="internal-link" target="_self" rel="noopener nofollow">Rerolls</a> it at that rarity)
- Unlock "Emergency Pistol" for ship
- Unlock "Echo Mapper" (mini map)Possible/Upcoming Services:
- Craft Ammo/Bandages/Shield Chargers/Fuel
- Adding slots to weapons/shields
- Unlocking "safe pocket"
- Crafting weapons/shields/mods
- Permanent player stat bonuses
- Game information of some kind - weaknesses? information about areas?]]></description><link>gamedev/starlight-raiders/docs/crewmates.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Docs/Crewmates.md</guid><pubDate>Wed, 25 Feb 2026 16:09:47 GMT</pubDate></item><item><title><![CDATA[Minimap]]></title><description><![CDATA[Mini map of Loot area that gets uncovered as you explore
Uncovered as you explore ✅ 2026-02-25
Marks Exit ✅ 2026-02-25
Marks "treasure room" ✅ 2026-02-25
updates as you move rooms ✅ 2026-02-25
unlocked via crewmate ✅ 2026-02-25
]]></description><link>gamedev/starlight-raiders/kanban/cards/minimap.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/Minimap.md</guid><pubDate>Wed, 25 Feb 2026 15:47:09 GMT</pubDate></item><item><title><![CDATA[Enemies]]></title><description><![CDATA[
Spider
Drone
Ninja
Turret
Standard
Flame
Shock Tank
<a data-href="ElementalSlimes" href="gamedev/starlight-raiders/kanban/cards/elementalslimes.html" class="internal-link" target="_self" rel="noopener nofollow">ElementalSlimes</a> ✅ 2026-02-22
]]></description><link>gamedev/starlight-raiders/kanban/cards/enemies.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/Enemies.md</guid><pubDate>Mon, 23 Feb 2026 02:08:51 GMT</pubDate></item><item><title><![CDATA[ElementalSlimes]]></title><description><![CDATA[
Aliens can take on elements, colored based on this ✅ 2026-02-22
this means they have weaknesses and immunities ✅ 2026-02-22
Shock &gt; Ice &gt; Fire &gt; Shock ✅ 2026-02-22
Add to spawn pool ✅ 2026-02-22
Validate statuses ✅ 2026-02-22
]]></description><link>gamedev/starlight-raiders/kanban/cards/elementalslimes.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/ElementalSlimes.md</guid><pubDate>Sun, 22 Feb 2026 15:18:28 GMT</pubDate></item><item><title><![CDATA[Bounty]]></title><description><![CDATA[Bounties are the "quests" players undertake that indicate their goal and reward for achieving that goal. They provide a clear objective, supplies and scaling.Upon visiting the computer in the <a data-tooltip-position="top" aria-label="Player Ship &gt; Navigation" data-href="Player Ship#Navigation" href="gamedev/starlight-raiders/docs/player-ship.html#Navigation" class="internal-link" target="_self" rel="noopener nofollow">Navigation Room</a> of the player's ship, 5 missions will be generated for display to the player. Tiers selected are randomized based on available tiers (See <a data-href="#Unlocking" href="gamedev/starlight-raiders/docs/bounty.html#Unlocking_0" class="internal-link" target="_self" rel="noopener nofollow">Unlocking</a>). Flavor information is randomized at this time and an enemy target is selected from the available pool of enemies (with Elite versions).Bounties architecture supports a variety of types
ELIMINATE TARGET: Reach the designated star and kill an elite/boss
GATHER (NOT IMPLEMENTED): Collect X of item Y
ELIMINATE (NOT IMPLEMENTED): Kill X of enemy Y
<br>Similar to <a data-href="Alert Level" href="gamedev/starlight-raiders/docs/alert-level.html" class="internal-link" target="_self" rel="noopener nofollow">Alert Level</a>, bounties have four difficulty tiers. Scaling is applied to the cost, reward, supplies, and enemy HP.
Tier 1: Easy Cost = 0, Reward = 500, Enemy HP x 1.00
5x Magazines, 5x Fuel, 3x Bandage Tier 2: Normal Cost = 100
Reward = 1000
Enemy HP x1.33
3x Magazines, 4x Fuel, 2x Bandage Tier 3: Hard Cost = 200
Reward = 1500, Enemy HP x1.66
1x Magazine, 3x Fuel Tier 4: Challenging Cost = 300
Reward = 2000
Enemy HP x2.0
1x Fuel Additional items to scale that are under consideration:
Enemy Speed
loot rarity
shield/armor/resistances
<br>spawn budget/availability for <a data-href="Alert Level#1. Tiers &amp; Credits" href="gamedev/starlight-raiders/docs/alert-level.html#1. Tiers &amp; Credits" class="internal-link" target="_self" rel="noopener nofollow">Alert Level &gt; 1. Tiers &amp; Credits</a>
Tiers are currently gated by:
<br>Can player afford a given <a data-tooltip-position="top" aria-label="Tiers" data-href="#Tiers" href="gamedev/starlight-raiders/docs/bounty.html#Tiers_0" class="internal-link" target="_self" rel="noopener nofollow">Tier</a>
Has the player won enough runs to reach this tier
The victory condition is using a simple implementation where 1 Victory = 1 Unlock, e.g.
Wins = 1 = Tier 1 unlocked
Wins = 3 = Tier 3 unlocked
]]></description><link>gamedev/starlight-raiders/docs/bounty.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Docs/Bounty.md</guid><pubDate>Sun, 22 Feb 2026 14:17:48 GMT</pubDate></item><item><title><![CDATA[Player Ship]]></title><description><![CDATA[The Ship represents a base of operations as well as a form of <a data-href="Progression" href="gamedev/starlight-raiders/docs/progression.html" class="internal-link" target="_self" rel="noopener nofollow">Progression</a> for the player
Navigation Console/Starmap
<br>Navigator <a data-tooltip-position="top" aria-label="Crewmates" data-href="Crewmates" href="gamedev/starlight-raiders/docs/crewmates.html" class="internal-link" target="_self" rel="noopener nofollow">Crewmate</a> 3D Printer/Fabricator
<br>Navigator <a data-tooltip-position="top" aria-label="Crewmates" data-href="Crewmates" href="gamedev/starlight-raiders/docs/crewmates.html" class="internal-link" target="_self" rel="noopener nofollow">Crewmate</a> <br>Access to <a data-tooltip-position="top" aria-label="Storage &gt; Cargo" data-href="Storage#Cargo" href="gamedev/starlight-raiders/docs/storage.html#Cargo" class="internal-link" target="_self" rel="noopener nofollow">Cargo</a> and/or <a data-tooltip-position="top" aria-label="Storage &gt; Vault" data-href="Storage#Vault" href="gamedev/starlight-raiders/docs/storage.html#Vault" class="internal-link" target="_self" rel="noopener nofollow">Vault</a>
<br>Mechanic <a data-tooltip-position="top" aria-label="Crewmates" data-href="Crewmates" href="gamedev/starlight-raiders/docs/crewmates.html" class="internal-link" target="_self" rel="noopener nofollow">Crewmate</a> <br>Botanist <a data-tooltip-position="top" aria-label="Crewmates" data-href="Crewmates" href="gamedev/starlight-raiders/docs/crewmates.html" class="internal-link" target="_self" rel="noopener nofollow">Crewmate</a>
]]></description><link>gamedev/starlight-raiders/docs/player-ship.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Docs/Player Ship.md</guid><pubDate>Sun, 22 Feb 2026 13:19:37 GMT</pubDate></item><item><title><![CDATA[Progression]]></title><description><![CDATA[Currently implemented forms of progression:
<a data-href="Crewmates" href="gamedev/starlight-raiders/docs/crewmates.html" class="internal-link" target="_self" rel="noopener nofollow">Crewmates</a>
<br><a data-tooltip-position="top" aria-label="Storage &gt; Vault" data-href="Storage#Vault" href="gamedev/starlight-raiders/docs/storage.html#Vault" class="internal-link" target="_self" rel="noopener nofollow">Vault Storage</a>
Shop Level (unlock more vending machines)
<br>Printer Level for <a data-tooltip-position="top" aria-label="Weapons &gt; Generation" data-href="Weapons#Generation" href="gamedev/starlight-raiders/docs/weapons.html#Generation" class="internal-link" target="_self" rel="noopener nofollow">weapon generation</a>
Printer recycler level, increasing value of recycled items
<br><a data-tooltip-position="top" aria-label="Bounty &gt; Tiers" data-href="Bounty#Tiers" href="gamedev/starlight-raiders/docs/bounty.html#Tiers" class="internal-link" target="_self" rel="noopener nofollow">Bounty Tiers</a>
]]></description><link>gamedev/starlight-raiders/docs/progression.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Docs/Progression.md</guid><pubDate>Sun, 22 Feb 2026 13:16:53 GMT</pubDate></item><item><title><![CDATA[Storage]]></title><description><![CDATA[The storage mechanic mirrors that of an extraction shooter in several ways. It does so by leveraging multiple instances of "inventory":The backpack represents what is currently "on" the player. This is where equipment/mods can be equipped or removed. By default players start with 8 inventory slots in their backpack. Upon death, everything in a player's backpack is lost.Cargo is storage associated with the player's ship. It provides 18 slots by default and is accessible from the <a data-tooltip-position="top" aria-label="Player Ship &gt; Rooms" data-href="Player Ship#Rooms" href="gamedev/starlight-raiders/docs/player-ship.html#Rooms" class="internal-link" target="_self" rel="noopener nofollow">Storage Room</a>. Opening it will allow the free transfer of items between <a data-href="#Backpack" href="gamedev/starlight-raiders/docs/storage.html#Backpack_0" class="internal-link" target="_self" rel="noopener nofollow">Backpack</a> and Cargo. Upon death, everything in a player's cargo is lost.<br>Vault is "permanent" storage, only accessible while docked at the <a data-href="Hub" href="gamedev/starlight-raiders/docs/hub.html" class="internal-link" target="_self" rel="noopener nofollow">Hub</a>. It is accessible from the <a data-tooltip-position="top" aria-label="Player Ship &gt; Rooms" data-href="Player Ship#Rooms" href="gamedev/starlight-raiders/docs/player-ship.html#Rooms" class="internal-link" target="_self" rel="noopener nofollow">Storage Room</a> similar to <a data-href="#Cargo" href="gamedev/starlight-raiders/docs/storage.html#Cargo_0" class="internal-link" target="_self" rel="noopener nofollow">Cargo</a>. It provides 24 slots by default. Upon death, the Vault is unaffected.]]></description><link>gamedev/starlight-raiders/docs/storage.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Docs/Storage.md</guid><pubDate>Sun, 22 Feb 2026 13:13:24 GMT</pubDate></item><item><title><![CDATA[Shields]]></title><description><![CDATA[<a data-href="#Generation" href="gamedev/starlight-raiders/docs/shields.html#Generation_0" class="internal-link" target="_self" rel="noopener nofollow">Generation</a>
Flat Damage Reduction (NOT IMPLEMENTED) "Immune" to certain statuses (NOT IMPLEMENTED)
Resistances Affixes
Rarity
World vs Printer
]]></description><link>gamedev/starlight-raiders/docs/shields.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Docs/Shields.md</guid><pubDate>Sun, 22 Feb 2026 13:00:03 GMT</pubDate></item><item><title><![CDATA[Alert Level]]></title><description><![CDATA[As the System Alert Level increases, enemy difficulty and loot rarity increases as well. The farther into a bounty a player travels, the higher the starting or "base" alert level. Alert level ticks up through the tiers over time while a player is in a loot area, and is accelerated by killing droids and looting.The spawner uses a "credit" system. In a set time period the spawner is given X credits to spend on units. The amount of credits depends on the tier of Alert Level.
Tier 1: 0 Credits (No Spawning)
Tier 2: 10 Credits / wave.
Tier 3: 40 Credits / wave.
Tier 4: 200 Credits / wave.
Unit Credit Costs
Slime: 2 Credits
RollyExplode: 5 Credits
Spinner 12 Credits
Elite (Rolly/Spinner): 50 Credits
The higher tier also increase the loot rarity (NOT YET IMPLEMENTED)
Tier 1: Loot Value x1.0
Tier 2: Loot Value x1.2
Tier 3: Loot Value x1.5
Tier 4: Loot Value x2.0
]]></description><link>gamedev/starlight-raiders/docs/alert-level.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Docs/Alert Level.md</guid><pubDate>Sun, 22 Feb 2026 12:58:17 GMT</pubDate></item><item><title><![CDATA[Weapons]]></title><description><![CDATA[<a data-href="#Archetypes" href="gamedev/starlight-raiders/docs/weapons.html#Archetypes_0" class="internal-link" target="_self" rel="noopener nofollow">Archetypes</a><br>
<a data-href="#Generation" href="gamedev/starlight-raiders/docs/weapons.html#Generation_0" class="internal-link" target="_self" rel="noopener nofollow">Generation</a>
Pistol - Light Ammo
SMG - Light Ammo
Rifle - Medium Ammo
LMG - Medium Ammo
Shotgun - Heavy Ammo
Rocket Launcher - Heavy Ammo Affixes
Rarity
World vs Printer
]]></description><link>gamedev/starlight-raiders/docs/weapons.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Docs/Weapons.md</guid><pubDate>Sun, 22 Feb 2026 05:12:46 GMT</pubDate></item><item><title><![CDATA[Input Modifiers]]></title><description><![CDATA[Shift/Alt/Ctrl + ClickRB/LB + A/B/X/YQuick move, quick combine, etc.]]></description><link>gamedev/starlight-raiders/kanban/cards/input-modifiers.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/Input Modifiers.md</guid><pubDate>Sun, 22 Feb 2026 03:32:48 GMT</pubDate></item><item><title><![CDATA[Home]]></title><description><![CDATA[ I like to build stuffSee what I'm <a data-tooltip-position="top" aria-label="Board" data-href="Board" href="gamedev/starlight-raiders/kanban/board.html" class="internal-link" target="_self" rel="noopener nofollow">currently building</a>]]></description><link>index.html</link><guid isPermaLink="false">index.md</guid><pubDate>Sat, 21 Feb 2026 23:59:05 GMT</pubDate></item><item><title><![CDATA[Palettes]]></title><description><![CDATA[
<a data-tooltip-position="top" aria-label="Overall Palette" data-href="#Overall Palette" href="gamedev/starlight-raiders/docs/palettes.html#Overall_Palette_0" class="internal-link" target="_self" rel="noopener nofollow">Overall</a>
<br><a data-tooltip-position="top" aria-label="Damage Type Palette" data-href="#Damage Type Palette" href="gamedev/starlight-raiders/docs/palettes.html#Damage_Type_Palette_0" class="internal-link" target="_self" rel="noopener nofollow">DamageType</a>
<br><a data-tooltip-position="top" aria-label="Rarity Palette" data-href="#Rarity Palette" href="gamedev/starlight-raiders/docs/palettes.html#Rarity_Palette_0" class="internal-link" target="_self" rel="noopener nofollow">Rarity</a>
]]></description><link>gamedev/starlight-raiders/docs/palettes.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Docs/Palettes.md</guid><pubDate>Sat, 21 Feb 2026 22:57:46 GMT</pubDate></item><item><title><![CDATA[Overview]]></title><description><![CDATA[Starlight Raiders is the combined effort of everyone I have ever met and every game I have ever played. It is a top-down rogue-like shooter that explores a small sliver of time between the world we live in today and the utopia Star Trek promises us.StoryIn the 21st Century the wealthiest of Earth brought Capitalism to the stars - for those that could afford a ticket. Littering the cosmos with their exponential growth, they claimed system after system until there was nothing left in reach to claim.The year is now 23XX, communication with the previous generation of space-dwelling humans ceased decades ago. Alliance Raiders work to build a better galaxy for everyone by eliminating dangerous security droids and scavenging materials from abandoned locations. You are one of these Raiders.]]></description><link>gamedev/starlight-raiders/overview.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Overview.md</guid><pubDate>Sat, 21 Feb 2026 20:26:35 GMT</pubDate></item><item><title><![CDATA[Hub]]></title><description><![CDATA[The Hub is the starting area for all new players and players not currently on a bounty. The Hub will be a narrative vehicle, containing other raiders and NPCs to provide game play tips via dialogue, a starting <a data-tooltip-position="top" aria-label="GameDev/Starlight Raiders/Docs/Tutorial" data-href="GameDev/Starlight Raiders/Docs/Tutorial" href="gamedev/starlight-raiders/docs/tutorial.html" class="internal-link" target="_self" rel="noopener nofollow">Tutorial</a>, and possibly shops and/or quests.]]></description><link>gamedev/starlight-raiders/docs/hub.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Docs/Hub.md</guid><pubDate>Sat, 21 Feb 2026 13:31:22 GMT</pubDate></item><item><title><![CDATA[Level Generation]]></title><description><![CDATA[The level generation uses a "socket-based" algorithm. This allows the combining of "odd" shapes to create levels that are more complex &amp; unique than the mazes generated by grid-based algorithms. Rooms are "grown" from any "socket" (doorway) they possess, if collisions are detected, it tries the next possible room for that connection. It does so until it hits it's max_room property. It then goes back through the level and ensures good connections and accessibility to all rooms. Once this is confirmed it will begin the <a data-href="#Room Generation" href="gamedev/starlight-raiders/docs/level-generation.html#Room_Generation_0" class="internal-link" target="_self" rel="noopener nofollow">Room Generation</a> and can apply some post-layout-generation modifications, such as finding the "deepest" room and adding a bonus chest to it, or spawning one of the <a data-href="Crewmates" href="gamedev/starlight-raiders/docs/crewmates.html" class="internal-link" target="_self" rel="noopener nofollow">Crewmates</a>.<br>Room generation leverages visually-built layouts/templates using a TileMap (16x16 tiles) and a custom-built <a data-href="#SpawnNode" href="gamedev/starlight-raiders/docs/level-generation.html#SpawnNode_0" class="internal-link" target="_self" rel="noopener nofollow">SpawnNode</a>. Rooms have several <a data-href="#Rules" href="gamedev/starlight-raiders/docs/level-generation.html#Rules_0" class="internal-link" target="_self" rel="noopener nofollow">Rules</a> they must follow
Tag: String tag for marking "special" spawns, e.g. crewmate, or crewmate-mechanic
Type : Enemy, NPC, Prop, Container, VendingMachine, Crew
Chance: % chance this spawns when "rolled"
SpawnPossibilities: the things that could spawn here and their weight (of provided Type) e.g. for Type Container, these items have a 50% chance of being chosen: FilingCabinet, 50
Desk, 50 Max Instances : there can only be X copies of this room template in any given level
Tags : These string tags identify what type of room this is, e.g. "Industrial", "Exit", "Office"
Forbidden_Neighbors: Uses tags to prevent certain neighboring rooms
Available_Doors: only generator doors on the top/left/bottom/right walls
Locked_Doors: lock the top/left/bottom/right door(s)
Minimum Containers
Minimum Lootable Containers
Maximum Containers
Maximum Lootable Containers
Minimum Enemies
]]></description><link>gamedev/starlight-raiders/docs/level-generation.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Docs/Level Generation.md</guid><pubDate>Mon, 16 Feb 2026 17:34:55 GMT</pubDate></item><item><title><![CDATA[feedback]]></title><description><![CDATA[ what is the goal of the each level, just to loot stuff and move on? do you get a random weapon each time you have to start over? Yeah, everytime you pick a bounty, you're given supplies &amp; a weapon
I picked up a tnt detonator but I dont know what it does, or what its for Part of the "special items" similar to Risk of Rain, you can hover them (or hit Select on gamepad) to see a description. This isn't explained at all anywhere yet lol
i picked up a bunch of credits but then I guess I lost them in between levels? There might be a bug with the display at times I can't remember if its in that build. But in this version you have your Stash and your Player inventory, when you return to the ship between levels it will transfer your credits to your stash so when you re-enter a loot area you'll see 0 again. This way when you die, you retain what was in your stash. This part of the loop will be a lot clearer soon hopefully
sometimes icons keep blinking in the middle of the screen, bandage/ammo Buggy ass low ammo/bandage warnings I need to fix
I like it more than the original version I played because its not as dark I'm really mixed on this right now - I think I want a mix of darkness and even a "power mechanic" where you can turn on a generator in the power room or something of that nature but I'mt not sure how much value it adds
Flashlight seems not necessary on most level I have encountered This is part of my indecisiveness, flashlight doesn't feel necessary. I'm kicking around an idea of a shared Shield/Flashlight battery and making dark levels slightly darker
It would be nice to see how much money you have when you are at the 3d printer coming next update
With as many objects that there are to loot per level, I would consider making the loot speed a little faster, or maybe have items/perks to increase loot speed Noted, I've got some thinking to do on how big the levels are and how many containers. I need to make another pass at the level generation and see min/max constraints across a whole level, right now its just per room, so you could potentailly get very lucky/unlucky because of that
minimap with fog of war would be a plus Was considering this, will bump it up
the radiation barrels look like they have a sad face on them which is hilarious
lmao I didn't see it til just now
]]></description><link>gamedev/starlight-raiders/feedback.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/feedback.md</guid><pubDate>Wed, 14 Jan 2026 14:26:30 GMT</pubDate></item><item><title><![CDATA[Apartment]]></title><description><![CDATA[
Dresser/nightstand
boiler/mechanical room
stairs (blocked)
elevators (blocked)
garbage/recycle room
]]></description><link>gamedev/starlight-raiders/kanban/cards/apartment.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/Apartment.md</guid><pubDate>Mon, 12 Jan 2026 12:49:31 GMT</pubDate></item><item><title><![CDATA[Location Hospital]]></title><link>gamedev/starlight-raiders/kanban/cards/location-hospital.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/Location Hospital.md</guid><pubDate>Mon, 12 Jan 2026 05:05:39 GMT</pubDate></item><item><title><![CDATA[Audio]]></title><description><![CDATA[<a rel="noopener nofollow" class="external-link is-unresolved" href="https://www.spriters-resource.com/custom_edited/pokemongeneration1customs/asset/158133/" target="_self">https://www.spriters-resource.com/custom_edited/pokemongeneration1customs/asset/158133/</a><br><a rel="noopener nofollow" class="external-link is-unresolved" href="https://www.spriters-resource.com/custom_edited/pokemongeneration1customs/asset/188883/" target="_self">https://www.spriters-resource.com/custom_edited/pokemongeneration1customs/asset/188883/</a><br><a rel="noopener nofollow" class="external-link is-unresolved" href="https://www.spriters-resource.com/custom_edited/pokemongeneration1customs/asset/17014/" target="_self">https://www.spriters-resource.com/custom_edited/pokemongeneration1customs/asset/17014/</a>MUSICExtract:
<br><a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/scifi-action" target="_self">https://opengameart.org/content/scifi-action</a>
<br><a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/alert-outsider" target="_self">https://opengameart.org/content/alert-outsider</a>
<br>upbeat <a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/pioneers-meets-space-through-the-universe-cosmic-creature-cyborg-destiny-zhelanov-vs" target="_self">https://opengameart.org/content/pioneers-meets-space-through-the-universe-cosmic-creature-cyborg-destiny-zhelanov-vs</a><br>
creepy lowkey bgm: <a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/deep-space-array" target="_self">https://opengameart.org/content/deep-space-array</a>FX
looting sound fx<br>
<a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/ui-click-sounds-sci-fi" target="_self">https://opengameart.org/content/ui-click-sounds-sci-fi</a><br>funny for concrete shoes <a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/metal-footsteps-on-concrete" target="_self">https://opengameart.org/content/metal-footsteps-on-concrete</a><br><a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/100-cc0-metal-and-wood-sfx" target="_self">https://opengameart.org/content/100-cc0-metal-and-wood-sfx</a>in use:<br><a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/50-cc0-sci-fi-sfx" target="_self">https://opengameart.org/content/50-cc0-sci-fi-sfx</a>Enemy beep-&gt;Explosion: explosion_01, beep_01, beep_02
Player shoot: shoot_01<br><a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/gui-sound-effects" target="_self">https://opengameart.org/content/gui-sound-effects</a> clcik 02 player walk<br><a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/male-healed-voice" target="_self">https://opengameart.org/content/male-healed-voice</a><br>
<a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/3-item-sounds" target="_self">https://opengameart.org/content/3-item-sounds</a> jump (syrgine)<br>
<a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/damage-sounds-male-audio-pack" target="_self">https://opengameart.org/content/damage-sounds-male-audio-pack</a>
Music:<br>
MM: <a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/sci-fi-puzzle-title" target="_self">https://opengameart.org/content/sci-fi-puzzle-title</a><br>
Base: <a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/sci-fi-puzzle-stage-select" target="_self">https://opengameart.org/content/sci-fi-puzzle-stage-select</a>
In Level:<br>
<a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/sci-fi-puzzle-in-game-3" target="_self">https://opengameart.org/content/sci-fi-puzzle-in-game-3</a><br>
<a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/sci-fi-puzzle-in-game-2" target="_self">https://opengameart.org/content/sci-fi-puzzle-in-game-2</a><br>
<a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/sci-fi-puzzle-in-game-1" target="_self">https://opengameart.org/content/sci-fi-puzzle-in-game-1</a><br><a rel="noopener nofollow" class="external-link is-unresolved" href="https://opengameart.org/content/2-metal-weapon-clicks" target="_self">https://opengameart.org/content/2-metal-weapon-clicks</a>]]></description><link>gamedev/starlight-raiders/kanban/cards/audio.html</link><guid isPermaLink="false">GameDev/Starlight Raiders/Kanban/Cards/Audio.md</guid><pubDate>Mon, 01 Dec 2025 20:33:56 GMT</pubDate></item></channel></rss>