Archive
Every dated record, including failures and superseded routes.
- 2026-10-29Gear AutomataTestKaiwen tested 1.3.7 on a phone: performance is fine. Stress tests with several trains and long consists are not done yet.
- 2026-10-29Gear AutomataRelease1.3.7 passed review and went on sale in the NetEase component store.
- 2026-10-27Gear AutomataRelease1.3.7 submitted for review with a 71-second video. The automated performance test passed; the cross-platform conflict check flagged one texture name, and the fix goes into the first patch after approval.
- 2026-10-27Gear AutomataDrawingPromotional images v4 (36 files) and 5 short showcase videos finalized; the game has 9 locomotives you can drive.
- 2026-10-26Gear AutomataDrawingFirst promotional images and store copy; Kaiwen wrote the store copy, with the tagline “Pick start and end, lay the rails, drive!”
- 2026-10-26Gear AutomataReleaseFinal 1.3.0 package tagged. After play-testing, Kaiwen decided not to submit that night and to build full free track laying first (lay where you click, branches become switches, a platform makes a station).
- 2026-10-26Gear AutomataSupersededTwo-point laying replaced by free laying: after playing 1.3.0, Kaiwen said start-and-end detection made manual laying impossible, so it became lay where you click, extend from the ends, and branch into switches.
- 2026-10-25Gear AutomataVersionRailway prototype 0.8 working: two-point laying that tells level curves, straight slopes and curved slopes apart, and builds bridge decks and piers on slopes.
- 2026-10-25Gear AutomataReleaseSource code committed to git and tagged v1.0.0-rc1; laying track, round trips and reloading a save all pass in game.
- 2026-10-24Gear AutomataVersionRail transit v1 test package: the generator's track-continuity self-check passed on all 289 random routes.
- 2026-10-24MonkeyHubReleaseRedesign batches 1 and 2 merged into main and tagged as a freeze the next day; 3,823 commits on main so far.
- 2026-10-23MonkeyHubVersionConsolidated prototype v2: a new app shell, four card types, annotation replay, errors the machine fixes first and reports afterwards, and a Ctrl K palette with 360 entries.
- 2026-10-21NightwalkerVersionConcepts, a design book and animation for a pixel-art exoskeleton enemy.
- 2026-10-20MonkeyHubDecisionKaiwen asked to “turn this set of Python into a smart Hub tool”. The Hemp drawing script became the construction-section skill, so far the only skill in steady reuse.
- 2026-10-20NightwalkerVersionBattlefield backdrop: a 12,288-pixel parallax layer, industrial buildings twice as tall, and a freight lift you can ride.
- 2026-10-19MonkeyHubVersionFirst skill run: a site color card, approved on the page, came out as an 18-color vector PDF in 6 seconds.
- 2026-10-19NightwalkerTestHospital set dressing, doctor patrol sight lines and the safe-house opening merged (PR #9–#12); all 5,453 checks in 49 suites pass.
- 2026-10-18NightwalkerReleaseHit-feel prototype merged (PR #7): sword waves that tear out of the screen, a diagonal slash across the screen, and a slight shake after each hit-stop.
- 2026-10-18NightwalkerFailureAfter PR #7 merged, 2 night-street tests failed: random critical hits made test positions unstable, and the failure already reproduced before the merge. PR #8 fixed the tests only.
- 2026-10-17NightwalkerDecisionDecisions once the Chapter 1 design arrived: the rampage starts at 22:00, one place gets two layouts, lighting is computed from the actual lamps, and full exposure sends you back to a checkpoint. The repository stays public, and Chapter 1 dialogue may be committed.
- 2026-10-17NightwalkerReleaseChapter 1 M1 merged (PR #5): the safe-house 601 opening, taking jobs on the dark web, top-down stealth in the shadows by day, the switch to side view at 22:00 for the first night, and the “cold-light terminal” interface. All 3,215 checks in 25 suites pass.
- 2026-10-17NightwalkerReleaseFirst-night combat merged (PR #6): 11 enemies across two hospital floors, 100 health points, and tutorials taught with key icons only.
- 2026-10-16NightwalkerReleaseDistrict C night-street cyberpunk prototype merged into main (PR #2); all 2,623 checks in 20 suites pass after the merge.
- 2026-10-15NightwalkerVersionGit repository set up from the v14 handover package as delivered: a Godot project with 64 actions and 1,024 frames.
- 2026-10-15NightwalkerDecisionArt direction changed to cyberpunk: rose sandstone with neon, on the theme “light is surveillance”. Glow and cybernetic limbs are now allowed; the hood stays.
- 2026-10-15NightwalkerSupersededThe grey-purple look and medieval-assassin design of v07 dropped; v14 becomes the baseline.
- 2026-10-15NightwalkerVersionNieR-style rhythm combat: a five-hit light combo with a right-click finisher, dodge follow-ups, a slow-motion counter after a perfect dodge, and an aerial spinning slash.
- 2026-07-30MonkeyHubVersionRepository baseline before a full code review; the 10 defects the review found were fixed the same day.