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
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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
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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.



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