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

well alongG1 step 1: the empty room

Still to build: the full movement set with parkour, the stamina pools, and the 17-station course.

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

The plan, in order

A

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.

Bar: you play it and it feels right. Shots land where they're drawn, and the frame bars hold.

B

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.

C

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.

D

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.

A late failure here would cost the most rework, so these don't wait for the end.

E

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

WhoWhat
GameplayFixes 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 sessionThe 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.
MeCode 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

Only you (nothing blocking tonight)