VoidRift
Devlog
- May 10, 2026 by Rdug627#IndieGameDev, #RustLang, #Bevy, #GameDev, #IdleGame, #WebAssembly, #ProceduralGraphicsThe Cargo Bay tab got a complete redesign. Instead of a list of numbers, it now shows the full production chain as a visual diagram. What changed: Four horizontal chains read left to right — raw ore... Continue reading

- May 08, 2026 by Rdug627#IndieGameDev, #RustLang, #Bevy, #GameDev, #ProceduralGraphics, #WebAssembly, #MobileGame, #IdleGameThe entire visual layer got rebuilt from scratch this sprint cycle. No more placeholder shapes anywhere in the game. What changed: Production Pipeline — every node now renders as something recogniza... Continue reading
- May 08, 2026 by Rdug627#IndieGameDev, #RustLang, #Bevy, #GameDev, #WebAssembly, #MobileGame, #ProceduralGraphics, #IdleGameThe pipeline view got a full visual pass. Every node in the production chain now renders as something recognizable instead of a labeled rectangle. What changed: Ore nodes — procedural rock shapes wi... Continue reading

- May 05, 2026 by Rdug627#IndieGameDev, #RustLang, #Bevy, #GameDev, #WebAssembly, #MobileGame, #OpenSource, #GameDesign, #IdleGame, #IndieDevThe biggest quality of life update yet. VoidDrift now has a dedicated Production Pipeline view. What's new: Tap PIPELINE in the top HUD to open a full-screen view of your entire resource transformatio... Continue reading

- May 03, 2026 by Rdug627#IndieGameDev, #RustLang, #Bevy, #GameDev, #WebAssembly, #MobileGame, #OpenSource, #IterativeDevelopmentSmall but meaningful updates shipped this weekend. What's new: Fleet counter now visible at all times — shows available/total drones (e.g. 1/1 ) without opening the drawer REQUESTS tab renamed to QU... Continue reading

