Kosmograd devlog
Systems, setbacks and progress from the making of Kosmograd.
The early food loop gets a big overhaul — Food Fabricator becomes an emergency fallback, Hydroponics Bay ties long-term survival to a real supply line, plus a continued pixel-art UI pass across the whole interface.
A goal-driven progression layer for the colony's next phase. Objectives now unlock new buildings as rewards, replacing idle waiting with a clear sense of progress.
Colonist survival stats turn the stockpile into a meaningful decision. Stronghold-style food mechanics track hunger per colonist, so a shortage has real consequences.
Pressure zones and aluminium upkeep create immediate environmental risk. Buildings now consume oxygen locally, so a single failure can cascade fast.
Created a comprehensive design document to establish the game's vision, core mechanics, and technical architecture before building further.