Devlog

Development updates, changelogs, and notes from the forge. Bloodweight is in active development — here's the proof.

Update

Portraits Reforged

Complete overhaul of the procedural portrait system. All six rendering modes — silhouette, geometric, luminous, ember, ink sigil, and heraldic — have been rebuilt from the ground up. Portraits now reflect genome data, personality axes, and era context with far more visual distinction between heirs.

  • Geometric mode: head shape morphs based on face angularity, with jawline, nose, cheekbones, and brow detail
  • Luminous mode: dual aura layers, body tint from dominant trait color, rim lighting
  • Heraldic mode: arced shield with heraldic ordinaries (chief, pale, fess) and trait dots orbiting the frame
  • Ember mode: volcanic crack lines, floating particles, core glow
  • Ink sigil: fixed color rendering, added missing rose and spirograph curve patterns
  • Silhouette: polygon body, hair from genome, skin tone modulation, condition overlays
Systems

Names That Drift With the Ages

Names are no longer pulled from static lists. A new phonotactic generator builds names from era-influenced phoneme pools — guttural in the Ancient age, martial in Iron, sibilant in the Withering, exotic in the Arcane, ornate in the Gilded, and fading in the Twilight. As generations advance, names blend toward the next era, mirroring the cultural drift of the world itself.

Update

Chronicle Data Pipeline v2

Major enrichment pass on the dynasty-to-chronicle pipeline. The Soul Teller now receives full legacy data — relics, factions, religion, shadow lineages, resource trajectories, and the bloodline’s dream. The system prompt has been tuned to weave all of this into the narrative without ever breaking character by citing raw numbers or data field names.

Milestone

The Soul Teller Goes Structured

The Soul Teller now generates structured, chapter-based sagas. Each chronicle is broken into an overview, era chapters, individual heir spotlights, and an epilogue — all navigable from a sticky chapter bar.

This is the foundation for the full chronicle experience: AI-generated images per chapter, interactive family trees, and relic galleries are all in the pipeline.

Milestone

Bloodweight.com Goes Live

The companion site is live. This is where you’ll find development updates, changelogs, and the full Soul Teller experience — paste your dynasty code and receive a literary saga of your bloodline.

The game itself is in private beta. 517 tests passing, 20+ interconnected subsystems, and the full 100-generation loop is playable. We’re hardening for public release.

Fixes

Playtest Hardening Pass

Major stability pass ahead of wider testing. Focused on crash prevention, save system integrity, and early-game balance.

  • Crash prevention: pcall wrapping on event templates, serializer safety, Trait.new() defaults
  • Balance: wealth decay 5% → 3%, LP regression 3% → 2%, heir impact 0.20 → 0.25
  • Resource death spiral fix: passive grain/gold recovery floor, holdings wealth floor at 35
  • Scene safety: transition.cancel() guards on game over and death knell scenes
  • Generation landmark chronicles at Gen 10/25/50/75/100
  • Input validation: lineage name stripped of special chars, 30-char max
  • Text overflow constraints on variable-length text in game over scene
  • 517 tests passing (53 integration + 464 world)
Release

v0.10.0-BETA — The Living World

The biggest update yet. Every dead-end mechanic has been wired into the core loop. Fertility bonuses affect offspring. Custom effects shape heir development. Discovery rewards feed back into the world state. The simulation breathes.

  • 75-trait genetic engine with dominant/recessive crossover and mutation pressure
  • Shadow Lineages: exiled siblings form cadet branches with unique mutations
  • Active Pantheon: deified ancestors offer Devil’s Bargains during crises
  • 19 Crucible trials — 3-stage autonomous gauntlets testing heir genetics
  • Vibe system: 7 complete visual palettes with themed music
  • Chapter-structured Dynasty Code (BWCH1) for high-fidelity AI storytelling
  • Adaptive religion and culture emerging from ancestor actions
  • Campaign logistics: warfare requires generational Steel and Grain sustainment
Systems

The Causality Bridge

Implemented the core traceability system. Every significant event is now tagged with an Origin — the heir who caused it and the generation it occurred in. When a famine hits in Gen 20 because of choices made in Gen 5, the chronicle explicitly whispers the name of who is to blame.

This is the philosophical heart of Bloodweight: your failures are your own fault, and the game can prove it.

Systems

Personality Autonomy

Heirs now resist player directives based on their 8-axis personality. A cowardly heir may refuse a council war vote. A greedy heir may drain the treasury. A compassionate heir may forgive an enemy you wanted dead.

The player manages the fallout and tries to curate the next generation to compensate. Choice vs. Autonomy — the core tension of Bloodweight.

Systems

The Ghost Council

Dead heirs no longer vanish. They persist as echoes on a spectral council, voting on policy with the weight of their accumulated legacy. The player manages the living heir, but the dead still have opinions.

Council actions now consume Lineage Power and trigger world-state consequences. Every vote is a negotiation between the living and the dead.

Milestone

World Simulation Online

The full world simulation layer is operational. Factions rise and fall. Resources flow. Conditions like plague, war, and famine cascade through interconnected subsystems. The world is no longer a backdrop — it pushes back.

Systems

Event Engine & Stat Checks

Unified event engine handling personal, faction, world, and legacy events. Stat checks gate options based on heir genetics with primary/secondary trait weighting. Events are no longer coin flips — they test what the bloodline has built.

Systems

The Chronicle System

Each generation now ends with a chronicle entry written by an unreliable narrator. The prose reflects what actually happened — filtered through bias, omission, and the archivist’s own agenda. History, as always, is written by the survivors.

Milestone

Genetic Crossover & Mutation

The 75-trait genetic engine is complete. Dominant/recessive crossover, mutation pressure from environmental conditions, and trait fossilization when peaks are lost. Every child is a gamble shaped by everything that came before.

Milestone

The Generation Loop

The core loop is playable end-to-end for the first time. Choose an heir, advance the generation, face events, and watch the bloodline shift. Rough, unbalanced, and missing half its systems — but the skeleton walks.

Systems

Trait Architecture

Settled on the final trait taxonomy: 75 traits across four categories (Physical, Mental, Social, Creative) plus 8 personality axes that drive autonomous heir behavior. Every trait must influence a check, a gate, or a nurture modifier. No cosmetic stats.

Milestone

Project Genesis

Development begins on what will become Bloodweight. The initial concept: a procedural dynasty simulator where the player is the collective memory of a bloodline, not any single character. Solar2D chosen as the engine for its pure-Lua philosophy and mobile-first architecture.

Working title: Dark Legacy.

More updates as the bloodline grows.

Keep the bloodline alive. Respect the Weight.