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Devlog #27 - FRAGGED Finds Its Feel: WebGL Post, Hit-Stop, and Corporate Robots

The Phase A core revamp lands the part you can feel: WebGL bloom and grade, hit-stop and knockback, biome hazards and destructible props, and R.U.S.T. reborn as a fleet of corporate machines.

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Devlog #27 - FRAGGED Finds Its Feel: WebGL Post, Hit-Stop, and Corporate Robots

Last devlog we laid the foundation - camera, biomes, an animation state machine. This is the one where FRAGGED starts to feel like the game we've been describing.

Rendering got real. We moved the whole scene onto a WebGL post-process stack: bloom, colour grade, vignette, and screen distortion, and we ripped the shadowBlur call out of the hot path where it was quietly taxing every frame. Particles expanded into layered explosions, gibs, and dynamic lights, and every weapon class got its own visual identity - tracer, muzzle flash, beam, trail, and an overheat tell you can read at a glance.

Combat got weight. The feel pass is the difference between "bullets touch enemy" and "you did that":

  • Hit-stop on impact, a clamped knockback, and an upgraded damage-number readout so every hit registers.
  • Dash i-frames and a low-HP vignette that makes the last sliver of health actually tense.
  • Pace and time-to-kill tuned against a shared FEEL constant set, so the whole game is dialed from one place instead of a hundred scattered magic numbers.
  • Concurrent-pressure spawning - the horde now arrives in overlapping waves that keep density high, because a Gun Bros horde that trickles in isn't a horde.

The world got dangerous on its own. Biomes now carry environmental hazards - dust-devils, coolant vents, lava geysers - plus destructible rock props with HP that explode, drop debris, and become walkable once cleared. Distinct biome archetypes and a boss animation pass round it out.

And R.U.S.T. got a personality. The enemy robots were reborn as a fleet of corporate machines - compliance stripes, status LEDs, and unit badges, with per-kind accent and LED palettes so every enemy type reads as a different rank in the same soulless org chart. You're not fighting monsters. You're fighting middle management with guns.

Under all of it: a quality-tier system with a TierGuard and a production perf guard, plus a device-bench kit and a dev FPS HUD, so the flagship look scales down to real phones instead of melting them. Backed by a fresh set of performance tests.

FRAGGED went from a solid loop to a game with feel this week. Next up: the front-end catches up to the fists.

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