Tuesday, February 10, 2026

Development Update: Systems Coming Online


The Doomsday Delivery Service OS is officially booting again.

Over the past few work sessions, I’ve made solid progress on core systems that everything else in the game depends on. These aren’t flashy features, but they form the backbone of the experience.

Completed

  • Boot Screen Fixed and Functional
    The in-game operating system now initializes correctly, setting the tone for the corporate interface before gameplay begins.
  • Respawn System Online
    When an Employee dies, a new one can be printed and controlled as intended. This locks in a major part of the core gameplay loop and reinforces the idea that Employees are disposable assets, not heroes.

In Progress

  • Employee Number System
    Each Employee is meant to be tracked as an individual asset. The system exists in a basic form and is currently being refined.
  • Package Handling System
    Picking up, carrying, dropping off, and validating deliveries is functional at a basic level, but still needs polish and cleanup for edge cases.

Right now, the focus is on stability and clarity—making sure the player always understands what the system expects from them, even as the game leans into dark humor and corporate absurdity.

Below are a few screenshots showing the current state of development:

  • The updated OS boot sequence
  • The main menu interface
  • A current in-engine test environment

This devlog isn’t about hype or polished marketing. It’s a place to document the process as the game slowly comes together. If you’re curious about the tone, mechanics, or world of Doomsday Delivery Service, feel free to click around older posts and explore.





More updates soon.

Saturday, February 7, 2026

DDDS System Updates

 

Quick snapshot of what I’m actively working on right now.


UI & Menus

The main menu is up and running in-engine with the retro terminal-style look. This is the foundation for the “corporate OS” vibe that will carry through the whole game.



Employee System

I’m working on the employee lifecycle: spawning, tracking, death, and replacement. The goal is to make each new worker feel like a numbered, disposable asset.



Respawning

Respawn logic is being tightened up so employee deaths flow cleanly into the next deployment without breaking immersion or systems.

Item Handling & Delivery

Pickup, drop, and delivery mechanics are in progress. Right now, the focus is on making interactions feel reliable before layering in more feedback and polish.



Boot Screen

I’m also building a terminal-style boot screen that frames the game as a system powering on, rather than a traditional game intro.


Current focus: stability before spectacle. Once these systems are locked in, I’ll be moving faster into content, levels, and story.

https://github.com/theAMAZINGmrSIR/DDDS


Thursday, February 5, 2026

DDDS Development Update

Status report: ACTIVE.

Core systems online. Visual polish pending approval.

Here’s a quick progress update on Dooms Day Delivery Service. Development is still moving steadily, with my current focus on the UI, menus, package handling, and drop-off systems.

Right now the priority is building and stabilizing the core interactions that make up the main gameplay loop. These aren’t the flashiest features yet, but they’re the foundation everything else will build on.

Current Progress

  • Main Menu (Functional):
    The main menu is now fully functional in a basic state. It establishes the structure and flow I want for the corporate OS-style interface, even though visual polish will come later.
  • Drone Camera Post-Processing:
    The player’s view now uses post-processing effects designed to feel like a live drone feed or surveillance camera rather than a traditional game camera. This helps sell the idea that the player is remotely managing assets, not directly controlling a character.
  • Package Handling & Drop-Off Zones (In Progress):
    I’m actively working on the systems that handle picking up packages, carrying them through the environment, and delivering them to designated drop-off zones. The goal is to make deliveries feel clear, readable, and satisfying while still fitting the game’s corporate tone.

What You’re Seeing Below

The screenshots below show the current state of these systems in action. Everything is still very much work in progress, but the core loop is starting to come together.







Next Steps

  • Refining drop-off zone behavior and feedback
  • Improving visual clarity for delivery objectives
  • Continuing UI and menu polish
  • Cleaning up interactions before layering in more chaos

More updates soon as these systems get locked in and start connecting to the rest of the game.

— Will

Tuesday, February 3, 2026

Studio Update: Rebuilding, Refocusing, and Moving Forward

I wanted to share a quick and honest update on Dooms Day Delivery Service, even though things are a bit quieter than usual on the surface.

Right now, I’m still essentially a team of one. Progress is steady, but it’s happening in a very deliberate, foundational way. Recently, I made the decision to completely wipe and rebuild the project repository from scratch so I could properly update everything to Unreal Engine 7 and clean up a lot of early technical debt. It wasn’t glamorous, but it was necessary.

Since restarting, I’ve been focusing on core systems rather than flashy content. The main areas I’m actively working on now are:

  • The package delivery and pickup system
  • Early UI and interaction flow
  • Establishing a cleaner, more scalable project structure

I also want to be very transparent about something going forward: I will be using AI tools as part of the development process.

As a solo developer, the reality is that I need to work smarter to keep this project moving. I’ve started using tools like Meshy AI to help speed up parts of the 3D modeling and animation pipeline. These tools aren’t perfect by any means — generated assets still require cleanup, fixes, optimization, and artistic passes — but they significantly reduce the time spent on repetitive groundwork.

AI isn’t replacing creative decisions or design intent here. It’s acting as a force multiplier so I can spend more time on gameplay, tone, systems, and the overall experience rather than getting stuck on every single asset from scratch.

This rebuild phase is about setting the game up for long-term success. It may not produce exciting screenshots every week, but it’s laying the foundation that the rest of the game depends on.

As always, thank you to everyone following along, offering feedback, or just quietly watching this project evolve. More tangible updates will come as these systems solidify.

– Will

Development Update: Systems Coming Online

The Doomsday Delivery Service OS is officially booting again. Over the past few work sessions, I’ve made solid progress on ...