Harrowfield: where we are and what comes next
17 October 2026. Your ask: a plan for the highest-quality game, the step we're on, what's done.
G0 is mostly done, G1 step 1 (the empty room) is well along, and the feel build is under way. That's the first build where you shoot Dead Island 2 Walkers with the AKS-74U, aimed at 31 October to 5 November.
Where each part stands
mostly doneG0: the nine smokes
- Done: provenance on results, version pins, agents driving the editor, first person (closed 16 October).
- Built, not run: the unattended capture (needs your one firewall click) and the shader-hold tools.
- Not run yet: 500+ zombies at 120 fps in 4K; ten players on your PC; a friend joining through Steam.
well alongG1 step 1: the empty room
- First-person camera with stance and lean.
- The server re-traces every shot.
- The client fire path and the damage path are built and reviewed, with their fixes being written now.
- The AKS-74U kit and watch, and EFT's weapon sway ported 1:1.
- The pause menu and session clock.
- Cheat and pause guards on the server.
startedG1 step 2: zombies
The Walker slice is under way: its body and 362 clips are in, and the damage path is built. No zombie fights back yet.
not startedG1 steps 3 to 6
Loot and stash, saves, extraction, the lit street's crowd, ten players, and the exit run.
How quality is held
- Feel first: the gun, movement and the first zombie must be great before anything is added. You play early builds and judge them.
- One zombie fully right before the horde (D-99).
- Measured bars, not adjectives: 120 fps in 4K with the horde, slowest 1% under 10 ms, server tick at p99 8 ms or less.
- The server decides every outcome. Every change ships its server and client halves together, with a two-client test.
- Every test proven by a planted bug, and risky changes get an outside review, a check and a fix pass.
- Real reference content: EFT's guns and sounds, Dead Island 2's zombies and voices.
- Quality is never traded for frame rate without your say.
The plan, in order
The feel build · now to about 5 November
The AKS-74U on the real shot path, up to six Walkers with their voices, and Tarkov's flesh impacts. Also a gun switch across the kit guns, the torch on the gun, and the Walker's finished look.
Shots from the swayed barrel, then the zombie rewind · about 7 to 15 November
The shot leaves the barrel where it points on screen, as in EFT. Then the server rewinds zombies to where you saw them, before any online play.
The Walker slice, finished
- Its AI, hearing, pathing and 21 server-resolved attacks.
- The body-zone health system.
- Checks that the conversion from Dead Island 2 is exact.
- A packaged acceptance run, then a full review.
Then the other bodies and zombie types.
The three unproven premises, moved early
- 500+ zombies at 120 fps in 4K: as soon as one crowd Walker exists.
- A friend joining through Steam: after the feel build. The RTX 5080 laptop can be the friend's PC, which needs a sign-in only you can do.
- Ten players on your PC: measured together with the 500 zombies.
The rest of G1
- Zombies and the body: about 18 zombies, the escalation beat, melee and takedowns, seven body zones, treatment, downed and revive.
- Extraction: loot and the grid, stash and saves, the exit, the debrief and welfare screens, settings.
- The lit street and the crowd: lighting, fear presentation, the sound mix.
- Co-op for ten: the squad HUD, reconnect, the spectator view.
- The exit run: ends with your "another?".
The grapple comes after G1, as the slice's first extension.
Being built right now
| Who | What |
|---|---|
| Gameplay | Fixes from the two outside reviews: W9's five are done, three of the fire path's eight are done, and five are left. Then build, test and prove. |
| Kit session | The attachment library batch until 07:30, then the morning slot: the Radian batch, the AKS-74U's world gun and the M4A1's parts. |
| Workbench (laptop) | The packaging crash-reporter check is fixed. Now the seven leftover tool fixes. |
| Zombies (next) | Zombie navigation setup and the feel controller that drives the Walkers. |
| Me | Code search (GitNexus) indexed for Harrowfield, which had never been done. The editor bridge update after the kit slot, and an outside check of the crash-reporter fix. |
Biggest risks
- Frame rate with the horde is unproven. The look assumes 120 fps in 4K with 500 zombies. Tested as early as possible.
- Online play is unproven. Steam's join, NAT and relays. Tested on the laptop after the feel build.
- The editor is the bottleneck. Kit mornings are fixed, code is written while builds wait, the laptop helps compile, and planted-bug proofs run at night.
- Disk: E: has about 79 GB free, and a full working copy costs about 73 GB. New lanes write code in slim copies.
Only you (nothing blocking tonight)
- Play the feel build when it's ready (about 31 October to 5 November).
- A few frames of Dead Island 2's Walker biting, for the inner mouth.
- Your preview retest: the O hold with a capture, and Esc from play.
- Be at the PC for one firewall prompt (S5), and one quiet frame sitting.
- The Steam sign-in on the laptop when we reach that test.
- Three questions offered as cards, and an OK to delete three scratch folders.