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<title>Phantom Studios - devlogs</title>
<link>https://lostphantom.live/games/</link>
<description>Development logs for every Phantom Studios game.</description>
<item><title>[winter-is-here] How Winter took its shape</title><link>https://lostphantom.live/games/winter-is-here/devlog?post=1</link><pubDate>Wed, 26 Aug 2026 12:00:00 GMT</pubDate><description>Winter Is Here started life as a co-op survival shooter, and if you saw an early build, that is the game you saw. It is not that game any more, and this first devlog is about what it became and why.

The pivot

The shooter had lobbies, accounts, a first-person controller — real work, and none of it was the game we actually wanted to make. What we wanted was simpler to say: you hold a keep on the west edge of a frozen field, the infected come out of the east, and everything in between is yours to build. A tower defence crossed with a base builder, seen from above.

The old 3D project is archived, not deleted. The new game is 2D, top-down, and built around one rule.

The wall rule

The rule that makes it a game: the infected will walk a couple of tiles around anything you build. Cost them more than that — wall too far out, or try to box everything in — and they stop walking and start chewing through whatever is in front of them.

So a wall is never a "no". It is a toll, and the whole game is deciding where to charge it. A short clever wall redirects a wave into your kill corridor; a long greedy one just becomes a chew toy somewhere you did not want them standing.

Days, nights, and the people between

By day the camp works: woodcutters at the treeline, miners in the adit, builders patching last night's damage worst-first. Every worker has a trade — the wrong person can do any job, just slowly. Houses are where they sleep and the cap on how many you can have, which is what keeps wood mattering after your first mine.

At night, everyone sleeps. Production stops completely — that is the design, not a bug — and the only things awake are the infected and whatever you built to meet them. If you raised a barracks, a gunner posts up on your best tower and works it all night.

The nights are designed now

For a while every night was the same night, only larger. Now the first eight are scripted assaults with a rhythm — the second pulse hits right when you think you have held — </description><guid isPermaLink="false">devlog-1</guid></item>
<item><title>[winter-is-here] Balanced by a robot army</title><link>https://lostphantom.live/games/winter-is-here/devlog?post=2</link><pubDate>Wed, 26 Aug 2026 12:00:00 GMT</pubDate><description>This one is about numbers — specifically, about the moment we stopped arguing over them and started measuring them.

The harness

We built a small autoplay harness: scripted bots that play the browser prototype start to finish, over and over, and report the only line that matters — which night the keep fell. The bots are deliberately dumb. One builds a wall and three cheap towers and never upgrades. One spreads six mixed towers. One walls far too far forward. None of them adapt, which is the point: they play like someone who has learned the buttons but not the game.

Twelve runs later we had our answer, and it was embarrassing. Every bot — including the one with three unupgraded towers — cruised past night seventeen with the keep untouched.

The free rental

The cause wasn't wave sizes. It was structural: dawn deleted every infected you failed to kill. A night you couldn't clear cost you nothing, because whatever was still chewing your wall at sunrise simply left. Every night was a free 40-second rental.

So now they don't leave. Dawn breaks, the workers wake, and whatever is still standing keeps clawing at your walls in broad daylight. Towers fire around the clock, so a healthy defence mops up in seconds — but a defence that can't even clean up by nightfall meets the next wave stacked on top of the last one. That spiral is the real loss condition now, and it's the honest one.

Two things came with it, because the first drafts of the rule were brutal in ways the bots caught immediately. The keep got a garrison — it fires one bolt post's worth from the courtyard, so a single leaked walker is an errand instead of an unanswerable loss while all your towers sit forward at the wall. And the keep's stone shrugs off some of each blow, because a lone brute used to finish all 300 hull points in ten seconds flat, which made every breach a coin flip instead of a cost.

After the changes, the bots die on nights six through nine. The mixed-tower bot lasts longest — night seven's</description><guid isPermaLink="false">devlog-2</guid></item>
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