Kill Ratio · Dev log #2
In development

Procedural arenas go live

The test box is retired. Every round drops you into a fresh indoor arena — crunchier look, vitals on-screen, geometry that actually plays.

Since Dev Log #1, Kill Ratio crossed from “it frags in a test room” to “it frags in arenas that regenerate.” Drop in, fight, die, come back somewhere new. Halls, decks, chokes, the occasional nasty floor — layouts that feel authored without being hand-placed every time.

Look-dev landed hard. Chunkier pixels, warm fixture pools in dim halls, rust that reads industrial instead of mush. The vitals HUD lives in the frame now — health, frags, ammo, weapon name — including a layout that still works on a phone held tall. Muzzle flash, splash, and a damage wash when you eat a rocket.

Cover crates finally look like cover. Slime glows; water sits in a real basin. Captures below are straight from today’s build. Tap any image to enlarge.

Tall mossy hall with ceiling fixtures and in-frame vitals HUD
Mossy choke hall — fixtures pooling light on the floor
Vertical industrial room with pillar cover and warm ceiling lamps
Vertical room — pillar cover and ceiling lamps
Central arena with hazard-striped cover crate and a doorway sightline
Central arena — cover crate and a doorway choke
Corridor combat with Slag Cannon selected and vitals HUD visible
Corridor fight — Slag Cannon, ammo in the corner

Still ahead

Sound, the rest of the gun rack, a proper boot sting, and a public browser drop. Today’s bar was simpler: connect, land somewhere new, and frag.