Studio Status
Two years of game development produces a lot of real work at very different stages. This page is the honest current-state view of RFDGameStudio’s active threads — not the full back-catalog (that’s Legacy Projects), not the playable arcade (that’s The Arcade), just what’s actually happening right now across the studio.
Each card below links to a dedicated breakdown page with the full real history and current state of that project thread.
Shoal
LiveWa-Tor-inspired reef sandbox — six-stage performance investigation to production TS-native migration
Live on itch.io + rfditservices.com arcade. TS-native migration complete (151.7x speedup). artGen fully consumed. Devlog posted. No current open items.
Full Breakdown →Planet of Greed
LiveDark-corporate boardroom strategy game — the fusion of CorpWorld, KingMaker Squads, and Genesis Ore narrative
Live on itch.io + rfditservices.com arcade. Five-chapter canon locked. CorpWorld and KingMaker Squads retired (source preserved). Devlog posted. Two items explicitly deferred: culture stat asymmetry, Signal's authored Boardroom Event content.
Full Breakdown →Mutant Battle Ball
In ProgressMutant sports combat game mid major creative overhaul — Neo Battlopolis, six-Brand Trinity, Body Part Synergy
Not deployed. Match engine bugs fixed, TS-native migration done, Minimal Real Game Loop built. Paper Doll module with 8 ChimeraLab patterns ported, Character Viewer built, 10-technique comparison completed. Real designed-not-built game systems: Brand/Trinity naming, OEM Quality tiers, Frame/Forge economy, Gravekeeper, Tournament structure. Roster-meaning question deliberately left open.
Full Breakdown →Facility Escape (Chapter 2)
DesignedStealth-infiltration chapter with locked July infrastructure and new Loud/Rush design from tonight's session
Real, locked infrastructure from July: turnEngine, guardAI, physicsEngine, roomGenerator, levelSolver (real Dijkstra). New design: Loud meter (FF7 Shinra Tower model), Rush system (fortify room, goal never changes), Trinity Siege RPS skeleton reused for Rush-enemy resolution. Real open items: exit-reachability during Rush, intensity curve, discrete-juncture placement.
Full Breakdown →Studio Infrastructure
CompleteThe shared engine, compliance audits, and cross-game duplication resolution that underpins everything else
ADR-013 (TS-native default locked, Lua retired as mandatory). GameShell/TitleScreen compliance audit complete (6 games fixed, 833/833 confirmed clean). TS-Native Cross-Game Duplication Audit complete (CorpWorld/Planet of Greed 7-of-12-byte-identical fork resolved, ts/src/engine/shared/ established). ChimeraLab investigation complete, 8 portable patterns ported.
Full Breakdown →Deferred / Routed Elsewhere
Succession — a persuasion-sim redesign, handed to Gemini/AI Studio directly. Not part of RFDGameStudio’s active thread. Tracked in the studio status board data but not a full card here.
This page is the hub. Each card links to a dedicated breakdown page with the full real history. ← Back to Projects