// Field Logs · Live Feed

Updates

Honest, frequent, unfiltered. Every win and every setback documented as it happens. Video diaries embedded inline. Latest at the top.

// 05.2026 · Field Log

May 2026

DEV DIARY #13
// VIDEO LOG

Dev Diary #13, Fighting The Altered

Fifty-plus Altered crashing the airlock. Muzzle flash, painted HUD V2, weapon degradation and ammo pressure all colliding in one chaotic horde fight. The combat loop has bite.

DEV DIARY #12
// VIDEO LOG

Dev Diary #12, Power Overload Testing

Pushing the Power System V1 past its limits. Multi-generator networks, sustained overload trips, lights flickering and dying as the load tips over. The base finally has a pulse you can break.

DEV DIARY #11
// VIDEO LOG

Dev Diary #11, Testing the Underground Vibe

Walking the corridors of the airlock with power, lights, ambient hums and fluorescent flicker all working together. The mood is landing. It feels lived-in down there.

DEV DIARY #10
// VIDEO LOG

Dev Diary #10, Building the Demo City (Timelapse)

A timelapse run through the demo city build. Procedural roads and buildings traced in, City Block Breaker exploding hero blocks for hand-art-direction, foliage cascading across rubble. Ashgate taking shape.

DEV DIARY #9
// VIDEO LOG

Dev Diary #9, Working UI

The painted concept-art UI direction landed in engine. Inventory, build menu, compass, every panel rebuilt on the painted style. Module padlocks. Auto-flashlight that engages in the dark.

7 May 2026

Procedural Pipeline V1 shipped

Procedural city tool traces streets and arrays buildings. City Block Breaker editor utility explodes any block into individually editable static meshes so hero locations can be hand-art-directed, then baked back into instanced meshes for performance. The Foliage Cascade tool, marketplace-ready, spawns hierarchical biomes of trees, juveniles, saplings, ground cover, and scrub across landscape and static meshes. PCG Foliage Baker bakes any procedural output into the level's InstancedFoliageActor for editing in the standard Foliage Painter. PCG_Include and PCG_Remove tags scope where foliage spawns. Ashgate finally has its overgrowth.

1 May 2026

Three flagship systems landed

A single Friday session that landed three flagship systems. The HUD V2 painted UI is now live in engine end-to-end. Power System V1 shipped with generators, multi-generator networks, five-second overload trips, powered lights, ambient audio emitters, status LEDs, vibration, and a fail-attempt boot sequence with audio variations. The Voice + Subtitle pipeline is live: NPC voice lines pre-cache at BeginPlay so first-play has zero hitch, the painted Subtitle Widget pushes speech below the HUD, stack mode supports overlapping voices, and proximity gating prevents distant lines from rendering subtitles when they shouldn't. Auto-flashlight engages in the dark, NPC bump knockback is visceral, gamepad layout is locked across PS5 and Xbox conventions. The airlock has a heartbeat now.

// 04.2026 · Field Log

April 2026

DEV DIARY #8
// VIDEO LOG

Dev Diary #8, Creating the Mining System

Universal Press-to-Interact framework. Ore nodes, depth-based rarity, the mining loop tied to grid depth. Deeper rooms surface rarer ore.

DEV DIARY #7
// VIDEO LOG

Dev Diary #7, My Dog as a Companion

Marv. Follows you, engages enemies, sniffs hidden loot, sits on command. He has poses that lock when the player moves. He's a dog you start to worry about.

DEV DIARY #6
// VIDEO LOG

Dev Diary #6, Semi-Functioning Characters

Settlers walking. Settlers reacting. Settlers standing at their workstation. The C++ NPC backbone proves itself in PIE for the first time.

DEV DIARY #5
// VIDEO LOG

Dev Diary #5, Weapon System & HUD

Weapons that degrade. Ammo that runs out. Pistol and carbine in player hands. Painted HUD readouts feeding directly off the live weapon state.

DEV DIARY #4
// VIDEO LOG

Dev Diary #4, First Gameplay Test

The first time AIRLOCK ran like a game, not a test scene. Walking. Looking. Touching. The dollhouse-to-3D loop firing for real.

29 April 2026

NPCs come alive

First MetaHuman head swapped in for the first story-locked NPC. NPC Foundation V1 is the C++ scaffold; NPCs V1 is what happens when you give it a voice, a face, and a place to stand. Activity Anchor system Phase 1 shipped: designers drop a component onto any piece of content (a chair, a workbench, a planning board) and Settlers naturally wander to it, claim it, and use it. The Bump Component handles physical knockback when Kore walks into a Settler. The 9-state behaviour machine (Idle, Follow, Independent, Tasked, Combat, Flee, Injured, Conversational, Dead) drives every NPC from this point on.

17 April 2026

Canon lockdown day

The biggest canon lockdown day in the project's history. Locked the full Altered class breakdown (Feral with 7 visual sub-types, Familiars, Stalkers, Legion with Geiger-counter mechanic). Locked the 14 Settler classes and their signature modules. Locked the skill system at 8 tiers x 10 sub-levels (80 total levels per skill), 17 parent categories, 130+ sub-skills, with full XP propagation rules (100% sub + 10% parent trickle + 10% cross-skill bleed). Locked the multi-airlock + metro network as core design, not late-game. Locked the ant farm + dual-view camera system. Wrote USkillComponent and SkillTypes in C++. Wrote the AirlockSkillXPWidget popup. Updated performance config for Lumen software-RT. Steamworks account registered (phase 1 done). Updated every section of this website.

14 April 2026

Website visual overhaul

The site has been fully redesigned to match AIRLOCK's in-game UI aesthetic: dark warm palette, cream and bone-white text, grey-forward accents, torn/damaged edges on panels. All blues are gone. Buttons now look like aged parchment, matching the in-game module UI exactly. All dev diary videos embedded. The website finally feels like the game.

13 April 2026

DT_Modules single source of truth

Major codebase refactor complete: DT_Modules is now the single source of truth for all module data. Previously, every Blueprint had its own duplicate display name, description, tier stats, power draw, morale bonus and build time, now all of that lives in the Data Table. The UI panels (Selected, Upgrade, Compare) now pull directly from DT_Modules first, falling back to Blueprint properties only if no DT entry exists. Cleaner, faster, and far easier to balance.

13 April 2026

Tier persistence bug fixed

Save/load tier persistence bug fixed. Modules were always spawning at tier 0 on load, regardless of what tier they were at when saved. Root cause: relying on UE's SaveGame property specifier, which has no effect in AIRLOCK's manual struct-based save system. Fixed by adding CurrentTier to the FPlacedModuleSaveData struct, capturing it from the live actor at save time, and restoring it via SetTier() on load. Tiers now survive a full save/load cycle correctly.

9 April 2026

Website goes live

theairlock.co.uk goes live. Built from scratch, single-page HTML with particle effects, interactive roadmap, dev diary section, and embedded music player. Hosted on GitHub Pages. Domain connected. The game finally has a home on the internet.

9 April 2026

MetaHuman assembled

MetaHuman character (MH_Adrien) successfully assembled in UE5 after fixing a Derived Data Cache issue that was eating 256GB of disk space. Redirected DDC to D: drive. Next step: retarget ALS animations onto the MetaHuman skeleton and swap out the placeholder character.

9 April 2026

Roadmap finalised

Full development roadmap finalised, phases from prototype to multiplayer. Stages: Building the Demo, Funding & Launch, Expanding the World, Global Maps. (Since restructured into 8 industry-standard phases, see the Roadmap page for the live version.)

4 April 2026

UE5 project locked

UE5 project settings locked. Async level streaming working. Demo roadmap created, 56 tasks across 8 sprints.

3 April 2026

Surface world working

Surface world pipeline working end-to-end, massive ruined city environment now loading as a playable level. Module system expanded to 14 categories. Full 60-minute demo gameplay loop documented.

// Pre-04.2026 · How It Started

Origins

DEV DIARY #3.5
// VIDEO LOG

Dev Diary #3.5, New Main Menu

Main menu V2. After a fresh visual pass, brightness calibration, the press-any-key splash, and the path from boot to gameplay locked into the painted style guide.

DEV DIARY #3
// VIDEO LOG

Dev Diary #3, First Main Menu

The first main menu in engine. Epilepsy warning, splash, settings shell. Functional, ugly, real.

DEV DIARY #2
// VIDEO LOG

Dev Diary #2, The Code

The ground-up C++ work begins. GridManager. Modules. The skeleton AIRLOCK is built on.

DEV DIARY #1
// VIDEO LOG

Dev Diary #1, The Concept

Where it started. The pitch. The vision. The proof of concept that turned an idea into a project.