Development log

Work in progress.

Notes from the making of Blast Face — the decisions, experiments, and hard lessons behind a game that is still finding its final shape.

Design direction

More ways to play the same pressure

Blast Face is growing beyond a single run. The current direction brings together a generated campaign, the deeper and more demanding Singularity, and a lower-stakes Casual mode. Each asks the same central question — what can you see before the board closes in? — but gives the answer a different shape.

The Forge and Nova Cores now sit around that decision-making loop. They are there to shape what a run can become, not to replace the board with a menu of upgrades.

Current status · In active development for iOS and Android. The release date remains 2027.
Engineering

The board still has one source of truth

The rules continue to live in a deterministic TypeScript simulation. The web build is useful for testing and tuning, while the Godot client presents the same decisions on the device. An action goes into the simulation; state and events come back out; the client renders what actually happened.

That separation is less glamorous than adding another effect, but it keeps replays trustworthy and makes balance work measurable. If a chain looks different on two platforms, that is a bug we can find rather than a mystery we have to explain.

The core idea

Nothing moves while you decide

The pressure in Blast Face does not come from a countdown. Formations approach from four sides, blocks carry faces that can set off chains, and every shot changes the board you have to read next. The turn only advances when you commit to it.

That is the rule underneath everything else: difficulty should come from seeing the consequences, not from racing an interface. We are building the rest of the game around that constraint.