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    <title>Cathode Ray Games — Transmissions</title>
    <link>https://cathoderaygames.com/blog</link>
    <description>Devlogs, build updates, and signals from inside the Cathode Ray Games system.</description>
    <language>en-us</language>
    <lastBuildDate>Fri, 01 May 2026 13:04:48 GMT</lastBuildDate>
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    <item>
      <title>Devlog #22 - April Sprint Recap</title>
      <link>https://cathoderaygames.com/blog/2026-04-25-studio-sprint-wrapup</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-25-studio-sprint-wrapup</guid>
      <pubDate>Sat, 25 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>April closed with five major studio tracks aligned: platform waitlists, SEGFAULT onboarding on site, analytics independence, SQLite persistence, and regularized devlog cadence.</p>
<p>Terminal.exe, Noise Floor, and SEGFAULT now sit on one coherent publishing and operations backbone.</p>
<p>Next sprint focuses on launch sequencing, deeper game milestones, and tightening build reliability.</p>
]]></description>
      <category>devlog</category>
      <category>studio</category>
      <category>all-games</category>

    </item>
    <item>
      <title>Devlog #21 - Search and SEO Hardening</title>
      <link>https://cathoderaygames.com/blog/2026-04-23-site-seo-search-index</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-23-site-seo-search-index</guid>
      <pubDate>Thu, 23 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Search and discoverability improvements continue through automated index and sitemap generation at build time.</p>
<p>As content volume grows, this protects findability across devlogs, game pages, and updates.</p>
<p>We also tightened metadata consistency to improve preview quality across social and search surfaces.</p>
]]></description>
      <category>devlog</category>
      <category>site</category>
      <category>seo</category>

    </item>
    <item>
      <title>Devlog #20 - SEGFAULT Viewer Invasion Architecture</title>
      <link>https://cathoderaygames.com/blog/2026-04-21-segfault-multiplayer-arch</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-21-segfault-multiplayer-arch</guid>
      <pubDate>Tue, 21 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>SEGFAULT's viewer-driven invasion architecture is getting a hardening pass around validation, spawn fairness, and server resilience.</p>
<p>The design goal is asymmetry with agency, not chaos without counterplay.</p>
<p>Reliability work now will protect future creator-facing experiences.</p>
]]></description>
      <category>devlog</category>
      <category>segfault</category>
      <category>multiplayer</category>

    </item>
    <item>
      <title>Devlog #19 - Noise Floor Beta Window Planning</title>
      <link>https://cathoderaygames.com/blog/2026-04-19-noise-floor-beta-window</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-19-noise-floor-beta-window</guid>
      <pubDate>Sun, 19 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Noise Floor beta planning is underway. We are defining readiness around onboarding clarity, economy consistency, and failure-state legibility.</p>
<p>The key metric is not only retention, but quality of decision confidence under pressure.</p>
<p>Once that baseline stabilizes, external play windows can open in controlled waves.</p>
]]></description>
      <category>devlog</category>
      <category>noise-floor</category>
      <category>beta</category>

    </item>
    <item>
      <title>Devlog #18 - Terminal.exe Mobile Port Begins</title>
      <link>https://cathoderaygames.com/blog/2026-04-17-terminal-exe-mobile-port</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-17-terminal-exe-mobile-port</guid>
      <pubDate>Fri, 17 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Mobile adaptation for Terminal.exe has started with a focus on tap cadence, visual hierarchy, and reduced cognitive overload.</p>
<p>The objective is to preserve pressure and identity while respecting shorter session patterns and narrower viewports.</p>
<p>This phase is mostly UX and control-surface work before deeper platform integration.</p>
]]></description>
      <category>devlog</category>
      <category>terminal-exe</category>
      <category>mobile</category>

    </item>
    <item>
      <title>Devlog #17 - Platform Waitlists Go Live</title>
      <link>https://cathoderaygames.com/blog/2026-04-15-site-waitlist-launch</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-15-site-waitlist-launch</guid>
      <pubDate>Wed, 15 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Website-v2 now supports platform-aware waitlists. Each game can declare launch state by platform and collect signups only where needed.</p>
<p>This enables staggered rollout without confusing operators across web, Steam, and mobile channels.</p>
<p>Data is stored locally and joins the same first-party operations pipeline as forms and contact flow.</p>
]]></description>
      <category>devlog</category>
      <category>site</category>
      <category>feature</category>

    </item>
    <item>
      <title>Devlog #16 - SEGFAULT Glitch Engine Refactor</title>
      <link>https://cathoderaygames.com/blog/2026-04-13-segfault-glitch-engine</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-13-segfault-glitch-engine</guid>
      <pubDate>Mon, 13 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>SEGFAULT's glitch stack is under active refactor into modular, testable units. This makes effect orchestration safer across world-specific environments.</p>
<p>Performance is a hard gate: visual flair cannot compromise collision certainty or frame stability.</p>
<p>This work is foundational for later content velocity.</p>
]]></description>
      <category>devlog</category>
      <category>segfault</category>
      <category>engineering</category>

    </item>
    <item>
      <title>Devlog #15 - Noise Floor Stream Economy Tuning</title>
      <link>https://cathoderaygames.com/blog/2026-04-11-noise-floor-stream-economy</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-11-noise-floor-stream-economy</guid>
      <pubDate>Sat, 11 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Economy tuning in Noise Floor now better separates low-risk sustain streams from high-yield risk spikes.</p>
<p>The aim is decision clarity: operators should understand why a stream mix is dangerous before trace collapse happens.</p>
<p>We also adjusted notoriety scaling to keep late rounds threatening without becoming unreadable.</p>
]]></description>
      <category>devlog</category>
      <category>noise-floor</category>
      <category>balance</category>

    </item>
    <item>
      <title>Devlog #14 - Terminal.exe Steam Deck Prep</title>
      <link>https://cathoderaygames.com/blog/2026-04-09-terminal-exe-steam-prep</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-09-terminal-exe-steam-prep</guid>
      <pubDate>Thu, 09 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Terminal.exe platform prep focused on controller navigation and small-screen readability. We are reducing UI friction in high-frequency interaction zones.</p>
<p>The Steam Deck lens is helping expose assumptions made around pointer-heavy workflows.</p>
<p>Future passes will tune focus order and action density for longer handheld sessions.</p>
]]></description>
      <category>devlog</category>
      <category>terminal-exe</category>
      <category>steam</category>

    </item>
    <item>
      <title>Devlog #13 - First-Party Analytics Direction</title>
      <link>https://cathoderaygames.com/blog/2026-04-07-site-analytics-independence</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-07-site-analytics-independence</guid>
      <pubDate>Tue, 07 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>We are retiring third-party analytics plans in favor of a first-party route. Pageview collection will run through local APIs and persist in SQLite with hashed identifiers.</p>
<p>This keeps ownership in-house while reducing external dependency and policy complexity.</p>
<p>The dashboard goal is practical: page trends, top routes, and launch-funnel visibility.</p>
]]></description>
      <category>devlog</category>
      <category>site</category>
      <category>analytics</category>

    </item>
    <item>
      <title>Devlog #12 - SEGFAULT World Architecture</title>
      <link>https://cathoderaygames.com/blog/2026-04-05-segfault-world-building</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-05-segfault-world-building</guid>
      <pubDate>Sun, 05 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>SEGFAULT progression is now formalized into a 4x4 world-episode matrix. Each world introduces modifier families that change traversal and threat timing.</p>
<p>Current effort is making those modifiers interoperable with the core movement contract, so difficulty comes from systems interaction rather than input friction.</p>
<p>Boss gating and escalation pacing are now tracked as explicit design constraints.</p>
]]></description>
      <category>devlog</category>
      <category>segfault</category>
      <category>level-design</category>

    </item>
    <item>
      <title>Devlog #11 - Noise Floor Target Profiling Pass</title>
      <link>https://cathoderaygames.com/blog/2026-04-03-noise-floor-target-system</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-03-noise-floor-target-system</guid>
      <pubDate>Fri, 03 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Noise Floor target profiles now produce more readable pressure curves across operation phases. Confidence drift behavior has fewer confusing spikes while preserving volatility where intended.</p>
<p>We also cleaned up target handoff rhythm so round transitions feel deliberate instead of abrupt.</p>
<p>This pass improves fairness without lowering overall intensity.</p>
]]></description>
      <category>devlog</category>
      <category>noise-floor</category>
      <category>systems</category>

    </item>
    <item>
      <title>Devlog #10 - Terminal.exe Ghost Rank Iteration</title>
      <link>https://cathoderaygames.com/blog/2026-04-01-terminal-exe-prestige-loop</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-01-terminal-exe-prestige-loop</guid>
      <pubDate>Wed, 01 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Terminal.exe prestige tuning is focused on long-run motivation. Ghost rank rewards now better communicate what survives each burn and why the reset is worth it.</p>
<p>We tightened milestone framing around rank impact so each layer of progression feels earned and mechanically visible.</p>
<p>The target outcome: resets feel strategic, not punitive.</p>
]]></description>
      <category>devlog</category>
      <category>terminal-exe</category>
      <category>meta-progression</category>

    </item>
    <item>
      <title>Devlog #9 - Local Data Upgrade with SQLite</title>
      <link>https://cathoderaygames.com/blog/2026-03-30-backend-sqlite-upgrade</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-03-30-backend-sqlite-upgrade</guid>
      <pubDate>Mon, 30 Mar 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>We started replacing JSON-form storage with SQLite so subscriber, contact, and future waitlist data are durable and queryable without external vendors.</p>
<p>This is a key platform investment. It keeps operational data local, removes third-party dependency risk, and gives us cleaner reporting surfaces for launch workflows.</p>
<p>The migration path is designed to preserve current endpoints while switching persistence internals.</p>
]]></description>
      <category>devlog</category>
      <category>site</category>
      <category>backend</category>

    </item>
    <item>
      <title>Devlog #8 - SEGFAULT Joins the Roster</title>
      <link>https://cathoderaygames.com/blog/2026-03-28-segfault-joins-lineup</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-03-28-segfault-joins-lineup</guid>
      <pubDate>Sat, 28 Mar 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>SEGFAULT is officially game three in the Cathode Ray lineup. Its core fantasy is deterministic movement versus adaptive AI systems.</p>
<p>The current milestone is architecture stabilization: procedural arena behavior, collision reliability, and visual effect discipline under load.</p>
<p>From a studio perspective, this gives us a strong spread: one incremental command-line game, one surveillance pressure sim, and one action platformer.</p>
]]></description>
      <category>devlog</category>
      <category>segfault</category>
      <category>announcement</category>

    </item>
    <item>
      <title>Devlog #7 - Noise Floor Chaos Deck Design</title>
      <link>https://cathoderaygames.com/blog/2026-03-26-noise-floor-chaos-design</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-03-26-noise-floor-chaos-design</guid>
      <pubDate>Thu, 26 Mar 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Noise Floor's chaos packet catalog now has clearer identity by category. The goal is faster decision-making under pressure rather than over-reading card text.</p>
<p>Combo readability improved with stronger visual separation between chain-building and chain-breaking actions. This should reduce input hesitation during high-notoriety windows.</p>
<p>We are now tuning card economy against stream yield so risk feels intentional, not random.</p>
]]></description>
      <category>devlog</category>
      <category>noise-floor</category>
      <category>game-design</category>

    </item>
    <item>
      <title>Devlog #6 - Terminal.exe Beta Polish</title>
      <link>https://cathoderaygames.com/blog/2026-03-24-terminal-exe-beta-polish</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-03-24-terminal-exe-beta-polish</guid>
      <pubDate>Tue, 24 Mar 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>This cycle tightened Terminal.exe beta readability. We reduced noisy states in the core loop so trace pressure and recovery decisions are more legible at a glance.</p>
<p>Progression pacing got a second balance pass. Early momentum is faster, while mid-run scaling asks for clearer risk tradeoffs before burn timing.</p>
<p>UI polish focused on interaction cadence, especially around repeated actions and upgrade sequencing.</p>
]]></description>
      <category>devlog</category>
      <category>terminal-exe</category>
      <category>beta</category>

    </item>
    <item>
      <title>Devlog #5 - Site Goes Live</title>
      <link>https://cathoderaygames.com/blog/2026-03-22-site-launch-foundation</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-03-22-site-launch-foundation</guid>
      <pubDate>Sun, 22 Mar 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Today was launch-day for website-v2. The flat-file CMS is stable, content ingestion is automated, and the games index now updates from markdown without hardcoded lists.</p>
<p>The biggest win is operational speed: new posts, game pages, and updates now ship through one publishing path. That gives us cleaner iteration loops while we scale three active game tracks.</p>
<p>Next up: platform-aware rollout controls and waitlist support so each game can launch per platform on independent timing.</p>
]]></description>
      <category>devlog</category>
      <category>site</category>
      <category>launch</category>

    </item>
    <item>
      <title>Devlog #4: Story, Narrative, and Atmosphere</title>
      <link>https://cathoderaygames.com/blog/2026-03-20-story-narrative</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-03-20-story-narrative</guid>
      <pubDate>Fri, 20 Mar 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p><strong>Goal:</strong> Make the terminal feel alive and like it's narrating your heist.</p>
<ul>
<li>Added <strong>SYS_LOG</strong> with random system chatter + milestone story injections.</li>
<li>Crafted <strong>milestone story arcs</strong> in <code>src/data/storyLogs.ts</code>:
<ul>
<li>OMNICORP FINANCIAL → GLOBAL DEFENSE GRID → GODHEAD A.I. → ENDLESS MODE</li>
</ul>
</li>
<li>Implemented <strong>Terminal Stage</strong> system to visually shift the UI as operators escalate the hack.</li>
<li>Built <strong>"FBI RAID" wipe screen</strong> to reinforce the stakes of getting traced.</li>
</ul>
]]></description>
      <category>devlog</category>
      <category>terminal-exe</category>
      <category>narrative</category>
      <category>atmosphere</category>

    </item>
    <item>
      <title>Devlog #3: Ghost Network and Prestige</title>
      <link>https://cathoderaygames.com/blog/2026-03-18-ghost-network-prestige</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-03-18-ghost-network-prestige</guid>
      <pubDate>Wed, 18 Mar 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p><strong>Goal:</strong> Make resets feel powerful and thematic.</p>
<ul>
<li>Implemented <strong>Burn Drives</strong> (prestige) → grants <strong>Ghost Tokens</strong>.</li>
<li>Added <strong>Ghost Network skill tree</strong> (persistent upgrades across runs):
<ul>
<li><strong>Phantom Protocol</strong> (trace reduction)</li>
<li><strong>Sleeper Cell</strong> (node multiplier)</li>
<li><strong>Botnet Singularity</strong> (click power scaling)</li>
</ul>
</li>
<li>Added <strong>ghost passive multiplier</strong> (unspent tokens boost output) to create interesting reset decisions.</li>
</ul>
]]></description>
      <category>devlog</category>
      <category>terminal-exe</category>
      <category>prestige</category>
      <category>meta-progression</category>

    </item>
    <item>
      <title>Devlog #2: Deeper Systems</title>
      <link>https://cathoderaygames.com/blog/2026-03-16-deeper-systems</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-03-16-deeper-systems</guid>
      <pubDate>Mon, 16 Mar 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p><strong>Goal:</strong> Add meaningful progression and emergent decision-making.</p>
<ul>
<li>Implemented <strong>Nodes (T1–T4)</strong> with escalating tiers and milestone bonuses.</li>
<li>Added <strong>one-time upgrades</strong> (e.g., Mechanical Keyboard, Subnet Masking) to shape build variety.</li>
<li>Introduced <strong>Trace</strong> as a tension mechanic that naturally forces operators into prestige.</li>
<li>Built <strong>Zero-Day Exploit</strong> as a risk/reward engine: execute for big data reward + trace spike.</li>
<li>Added <strong>tier unlock gating</strong> (requires Lv 50 on previous tier nodes); gives operators mid-run goals.</li>
</ul>
]]></description>
      <category>devlog</category>
      <category>terminal-exe</category>
      <category>game-design</category>
      <category>progression</category>

    </item>
    <item>
      <title>Devlog #1: The Hack Begins</title>
      <link>https://cathoderaygames.com/blog/2026-03-14-the-hack-begins</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-03-14-the-hack-begins</guid>
      <pubDate>Sun, 15 Mar 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p><strong>Goal:</strong> Build a minimal cyber-punk incremental experience that feels like a living terminal.</p>
<ul>
<li>Started with <strong>Next.js</strong> (app router) + <strong>React</strong> + <strong>Zustand</strong> for state.</li>
<li>Core idea: make the operator feel like they're running a clandestine operation from a retro terminal UI.</li>
<li>Built the <strong>core loop</strong>:
<ul>
<li>Manual "EXECUTE_HACK.sh" clicks to earn <strong>data bytes</strong></li>
<li>Passive income from <strong>nodes (bots / scripts / exploits)</strong></li>
<li>A rising <strong>Trace meter</strong> that forces operators to scrub logs, balance risk, and prestige.</li>
</ul>
</li>
<li>Kept the UI intentionally minimal and CRT-styled using <strong>Tailwind</strong> + CSS utilities in <code>app/globals.css</code>.</li>
</ul>
]]></description>
      <category>devlog</category>
      <category>terminal-exe</category>
      <category>incremental</category>
      <category>cyberpunk</category>

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