<?xml version="1.0" encoding="UTF-8"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
    <title>Vectropolis</title>
    <link rel="self" type="application/atom+xml" href="https://vectropolis.city/atom.xml"/>
    <link rel="alternate" type="text/html" href="https://vectropolis.city"/>
    <generator uri="https://www.getzola.org/">Zola</generator>
    <updated>2025-12-04T00:00:00+00:00</updated>
    <id>https://vectropolis.city/atom.xml</id>
    <entry xml:lang="en">
        <title>v0.1.1</title>
        <published>2025-12-04T00:00:00+00:00</published>
        <updated>2025-12-04T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Unknown
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://vectropolis.city/releasenotes/v0-1-1/"/>
        <id>https://vectropolis.city/releasenotes/v0-1-1/</id>
        
        <content type="html" xml:base="https://vectropolis.city/releasenotes/v0-1-1/">&lt;p&gt;A round of polish and platform love—because your feedback matters (yes, &lt;em&gt;especially&lt;&#x2F;em&gt; the bug reports).&lt;&#x2F;p&gt;
&lt;blockquote class=&quot;markdown-alert-caution&quot;&gt;
	&lt;p&gt;This is a preproduction technical demo. At this stage, it’s more of a tech demo than a game, and it may not be pretty, fun, or even start up successfully.&lt;&#x2F;p&gt;

&lt;&#x2F;blockquote&gt;
&lt;h1 id=&quot;fixed&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#fixed&quot; aria-label=&quot;Anchor link for: fixed&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
Fixed&lt;&#x2F;h1&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;WebGPU compatibility&lt;&#x2F;strong&gt; - Browsers that don’t support WebGPU now get a friendly heads-up instead of a mysterious white void (809)&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Chrome text rendering&lt;&#x2F;strong&gt; - Upgraded our text engine, so text actually shows up in Chrome now (811)&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Render loop crash&lt;&#x2F;strong&gt; - Squashed an “unreachable code” panic in our UI layer that could crash the engine mid-frame (787)&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Font loading on web&lt;&#x2F;strong&gt; — Fonts were arriving fashionably truncated thanks to Vercel’s overzealous compression. We taught them a new file extension (&lt;code&gt;.otf.gam&lt;&#x2F;code&gt;) and now they show up in full. Your UI text is no longer playing hide-and-seek.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Font reload loop&lt;&#x2F;strong&gt; — Fixed a bug that caused fonts to reload repeatedly on wasm32. The text engine now remembers what it already knows.&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;h1 id=&quot;added&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#added&quot; aria-label=&quot;Anchor link for: added&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
Added&lt;&#x2F;h1&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Heartbeat process&lt;&#x2F;strong&gt; - The engine now has a pulse! Added a heartbeat to our UI layer for improved stability and responsiveness&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Better error handling in browser&lt;&#x2F;strong&gt; - Console panic hooks now catch errors gracefully, so when things go sideways, you’ll at least know why&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;h1 id=&quot;changed&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#changed&quot; aria-label=&quot;Anchor link for: changed&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
Changed&lt;&#x2F;h1&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Improved logging&lt;&#x2F;strong&gt; - Better diagnostics for easier debugging&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Dependency updates&lt;&#x2F;strong&gt; - Freshened up our internal libraries&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;CI&#x2F;CD overhaul&lt;&#x2F;strong&gt; - Rebuilt release scripts for all platforms&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;h1 id=&quot;known-issues&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#known-issues&quot; aria-label=&quot;Anchor link for: known-issues&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
Known issues&lt;&#x2F;h1&gt;
&lt;ul&gt;
&lt;li&gt;No loading screen (812)&lt;&#x2F;li&gt;
&lt;li&gt;Performance freezing on launch in some cases (815)&lt;&#x2F;li&gt;
&lt;li&gt;Accessibility (453)&lt;&#x2F;li&gt;
&lt;li&gt;Terrain geometry clips &#x2F; has holes (813)&lt;&#x2F;li&gt;
&lt;li&gt;Road clips (814) because the terrain is too steep for a road here&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;h1 id=&quot;downloads&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#downloads&quot; aria-label=&quot;Anchor link for: downloads&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
Downloads&lt;&#x2F;h1&gt;
&lt;h3 id=&quot;windows&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#windows&quot; aria-label=&quot;Anchor link for: windows&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
Windows&lt;&#x2F;h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;pub-a60b25a0873f4a439912466b672797c9.r2.dev&#x2F;releases&#x2F;v0.1.1&#x2F;Vectropolis-windows-x64.zip&quot;&gt;Windows (x64)&lt;&#x2F;a&gt;&lt;&#x2F;li&gt;
&lt;li&gt;&lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;pub-a60b25a0873f4a439912466b672797c9.r2.dev&#x2F;releases&#x2F;v0.1.1&#x2F;Vectropolis-windows-arm64.zip&quot;&gt;Windows (ARM64)&lt;&#x2F;a&gt;&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;h3 id=&quot;macos&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#macos&quot; aria-label=&quot;Anchor link for: macos&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
macOS&lt;&#x2F;h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;pub-a60b25a0873f4a439912466b672797c9.r2.dev&#x2F;releases&#x2F;v0.1.1&#x2F;Vectropolis-macos-arm64.zip&quot;&gt;macOS (Apple Silicon &#x2F; ARM64)&lt;&#x2F;a&gt;&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;h3 id=&quot;linux&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#linux&quot; aria-label=&quot;Anchor link for: linux&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
Linux&lt;&#x2F;h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;pub-a60b25a0873f4a439912466b672797c9.r2.dev&#x2F;releases&#x2F;v0.1.1&#x2F;Vectropolis-linux-x64.tar.xz&quot;&gt;Linux (x64)&lt;&#x2F;a&gt;&lt;&#x2F;li&gt;
&lt;li&gt;&lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;pub-a60b25a0873f4a439912466b672797c9.r2.dev&#x2F;releases&#x2F;v0.1.1&#x2F;Vectropolis-linux-arm64.tar.xz&quot;&gt;Linux (ARM64)&lt;&#x2F;a&gt;&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
</content>
        
    </entry>
    <entry xml:lang="en">
        <title>Announcing technical engine builds</title>
        <published>2025-11-06T00:00:00+00:00</published>
        <updated>2025-11-06T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Unknown
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://vectropolis.city/blog/builds/"/>
        <id>https://vectropolis.city/blog/builds/</id>
        
        <content type="html" xml:base="https://vectropolis.city/blog/builds/">&lt;p&gt;The eagle-eyed among you will have noticed a new &lt;a href=&quot;https:&#x2F;&#x2F;vectropolis.city&#x2F;downloads&#x2F;&quot;&gt;Downloads&lt;&#x2F;a&gt; link. That means the first preview technical engine builds are available for you to try.&lt;&#x2F;p&gt;
&lt;blockquote class=&quot;markdown-alert-caution&quot;&gt;
	&lt;p&gt;This is a preproduction technical demo.  At this stage, it’s more of a tech demo than a game, and it may not be pretty, fun, or even start up successfully.&lt;&#x2F;p&gt;

&lt;&#x2F;blockquote&gt;
&lt;p&gt;You may notice the number of platforms supported is &lt;em&gt;suspiciously&lt;&#x2F;em&gt; high.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;platform-economics&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#platform-economics&quot; aria-label=&quot;Anchor link for: platform-economics&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
Platform economics&lt;&#x2F;h1&gt;
&lt;p&gt;Traditionally, game developers targeted a single flagship platform, usually PC or console.  If the game sold extremely well, or had an online live service component, perhaps there would be budget to hire a third-party subcontractor to port it to something else after launch.  &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=JqP3ZzWiul0&quot;&gt;Some&lt;&#x2F;a&gt; of these ports &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=QNcHI8mm9gI&quot;&gt;are incredible&lt;&#x2F;a&gt;.  But usually, they’re not, for predictable reasons: the game has already been designed around different hardware, budget and appetite to rework it around a 2nd place platform is extremely limited.&lt;&#x2F;p&gt;
&lt;p&gt;Partly to ship on multiple platforms on day one, these days the tendency is to use a Big Game Engine to paper over low-level platform details (for reasons I will dive into in a future post, Vectropolis can’t use Big Engine and needs to follow a more traditional indie engine path instead). In theory, Big Engine makes it easy to kick out a build for &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;support.unity.com&#x2F;hc&#x2F;en-us&#x2F;articles&#x2F;206336795-What-platforms-are-supported-by-Unity&quot;&gt;any&lt;&#x2F;a&gt; of &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;www.unrealengine.com&#x2F;en-US&#x2F;unreal-engine-5&quot;&gt;over twenty&lt;&#x2F;a&gt; platforms.  In practice, developers mostly don’t.  Why not?&lt;&#x2F;p&gt;
&lt;p&gt;For the purposes of game preservation, it sure would be convenient if some heroic engineer exported their Unity build to the 20 platforms on a flash drive.  Unfortunately if you’re in a position to try that on your work computer, it’s just the start of your problems, actually shipping any of those ports would require &lt;em&gt;meetings&lt;&#x2F;em&gt;. The CI team needs another machine to build that architecture, web team needs a folder to put it in, the publisher’s SDK isn’t shipped on that platform, our DRM system doesn’t work there, and by that time you have alerted a beancounter to the fact that macOS and Linux combined is less than 5% of our marketshare, and won’t Proton eventually get there anyway?&lt;&#x2F;p&gt;
&lt;h1 id=&quot;strategy&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#strategy&quot; aria-label=&quot;Anchor link for: strategy&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
Strategy&lt;&#x2F;h1&gt;
&lt;p&gt;I’d like to try something different.  I’d just like to cross-compile Vectropolis for far too many platforms and just &lt;em&gt;see what happens&lt;&#x2F;em&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;Ideally, I replicate the finding that &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;linux.slashdot.org&#x2F;story&#x2F;21&#x2F;10&#x2F;25&#x2F;2157215&#x2F;indie-dev-finds-that-linux-users-generate-more-better-bug-reports&quot;&gt;Linux users generate more and better bug reports&lt;&#x2F;a&gt;, but the only way to find that out, is to test it!&lt;&#x2F;p&gt;
&lt;p&gt;Side note, if you’re interested in a platform I’m not building for, please &lt;a href=&quot;https:&#x2F;&#x2F;vectropolis.city&#x2F;feedback&#x2F;&quot;&gt;send feedback&lt;&#x2F;a&gt; to discuss if I can kick out a build for your platform.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;platforms&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#platforms&quot; aria-label=&quot;Anchor link for: platforms&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
Platforms&lt;&#x2F;h1&gt;
&lt;blockquote class=&quot;markdown-alert-caution&quot;&gt;
	&lt;p&gt;Platforms will be cut or be changed in the final release.  Those on minority platforms would be well-served by aggressively and professionally reporting bugs to &lt;a href=&quot;https:&#x2F;&#x2F;vectropolis.city&#x2F;feedback&#x2F;&quot;&gt;feedback&lt;&#x2F;a&gt; to document their interest and value in minority platform support.  See also &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;doc.rust-lang.org&#x2F;nightly&#x2F;rustc&#x2F;platform-support.html&quot;&gt;the Rust book&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;

&lt;&#x2F;blockquote&gt;
&lt;blockquote class=&quot;markdown-alert-caution&quot;&gt;
	&lt;p&gt;System requirements are definitely going to change over the course of development.&lt;&#x2F;p&gt;

&lt;&#x2F;blockquote&gt;
&lt;h2 id=&quot;windows&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#windows&quot; aria-label=&quot;Anchor link for: windows&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
Windows&lt;&#x2F;h2&gt;
&lt;p&gt;This is usually considered the flagship platform and the obvious one to support.  However, each release it grows &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;arstechnica.com&#x2F;gadgets&#x2F;2025&#x2F;10&#x2F;microsoft-removes-even-more-microsoft-account-workarounds-from-windows-11-build&#x2F;&quot;&gt;increasingly user-hostile&lt;&#x2F;a&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;At the moment there is DX12 support across both x64 and arm64 Windows builds.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;linux&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#linux&quot; aria-label=&quot;Anchor link for: linux&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
Linux&lt;&#x2F;h2&gt;
&lt;p&gt;This is an up-and-coming gaming platform that might be worth taking much more seriously than relying on Proton-emulated APIs.&lt;&#x2F;p&gt;
&lt;p&gt;At the moment there is Vulkan support across x64 and arm64 Linux builds.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;macos&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#macos&quot; aria-label=&quot;Anchor link for: macos&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
macOS&lt;&#x2F;h2&gt;
&lt;p&gt;Apple is notoriously difficult for game developers, however there is a suspicioiusly well-tested native Apple Silicon port with a native Metal backend.&lt;&#x2F;p&gt;
&lt;p&gt;It will not be ported to Intel.&lt;&#x2F;p&gt;
&lt;h2 id=&quot;web&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#web&quot; aria-label=&quot;Anchor link for: web&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
web&lt;&#x2F;h2&gt;
&lt;p&gt;The general intuition is, a web version might be a good marketing strategy, especially for a live early demo with few entities. It suffers from many practical problems:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;webGPU is not totally supported yet&lt;&#x2F;li&gt;
&lt;li&gt;wasm32 has a hard 4GB cap, and often the cap is more like 0.5GB&lt;&#x2F;li&gt;
&lt;li&gt;there are many reasons the wgpu spec requires duplicating allocations between GPU and CPU&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
</content>
        
    </entry>
    <entry xml:lang="en">
        <title>v0.1.0</title>
        <published>2025-11-06T00:00:00+00:00</published>
        <updated>2025-11-06T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Unknown
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://vectropolis.city/releasenotes/v0-1-0/"/>
        <id>https://vectropolis.city/releasenotes/v0-1-0/</id>
        
        <content type="html" xml:base="https://vectropolis.city/releasenotes/v0-1-0/">&lt;p&gt;This is the first runnable technical demo of Vectropolis.&lt;&#x2F;p&gt;
&lt;blockquote class=&quot;markdown-alert-caution&quot;&gt;
	&lt;p&gt;This is a preproduction technical demo.  At this stage, it’s more of a tech demo than a game, and it may not be pretty, fun, or even start up successfully.&lt;&#x2F;p&gt;

&lt;&#x2F;blockquote&gt;
&lt;h1 id=&quot;features-test-areas&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#features-test-areas&quot; aria-label=&quot;Anchor link for: features-test-areas&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
Features &#x2F; test areas&lt;&#x2F;h1&gt;
&lt;ul&gt;
&lt;li&gt;Movement system - WASD + point&#x2F;click&lt;&#x2F;li&gt;
&lt;li&gt;Terrain generation&lt;&#x2F;li&gt;
&lt;li&gt;Terrain rendering&lt;&#x2F;li&gt;
&lt;li&gt;Road rendering&lt;&#x2F;li&gt;
&lt;li&gt;Lighting&lt;&#x2F;li&gt;
&lt;li&gt;GUI library (click on a vehicle)&lt;&#x2F;li&gt;
&lt;li&gt;Font&#x2F;text rendering&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;h1 id=&quot;known-issues&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#known-issues&quot; aria-label=&quot;Anchor link for: known-issues&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
Known issues&lt;&#x2F;h1&gt;
&lt;ul&gt;
&lt;li&gt;No loading screen (812)&lt;&#x2F;li&gt;
&lt;li&gt;On browsers that don’t support WebGPU, engine fails to load &#x2F; loads to a white screen (809)&lt;&#x2F;li&gt;
&lt;li&gt;On some browsers, engine hangs shortly after launch (787)&lt;&#x2F;li&gt;
&lt;li&gt;Accessibility (810)&lt;&#x2F;li&gt;
&lt;li&gt;Text fails to render in chrome (811)&lt;&#x2F;li&gt;
&lt;li&gt;terrain geometry clips &#x2F; has holes (813)&lt;&#x2F;li&gt;
&lt;li&gt;Road clips (814) because the terrain is too steep for a road here&lt;&#x2F;li&gt;
&lt;li&gt;UI rendering has multiple performance issues&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;h1 id=&quot;downloads&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#downloads&quot; aria-label=&quot;Anchor link for: downloads&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
Downloads&lt;&#x2F;h1&gt;
&lt;h3 id=&quot;windows&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#windows&quot; aria-label=&quot;Anchor link for: windows&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
Windows&lt;&#x2F;h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;pub-a60b25a0873f4a439912466b672797c9.r2.dev&#x2F;releases&#x2F;v0.1.0&#x2F;Vectropolis-windows-x64.zip&quot;&gt;Windows (x64)&lt;&#x2F;a&gt;&lt;&#x2F;li&gt;
&lt;li&gt;&lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;pub-a60b25a0873f4a439912466b672797c9.r2.dev&#x2F;releases&#x2F;v0.1.0&#x2F;Vectropolis-windows-arm64.zip&quot;&gt;Windows (ARM64)&lt;&#x2F;a&gt;&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;h3 id=&quot;macos&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#macos&quot; aria-label=&quot;Anchor link for: macos&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
macOS&lt;&#x2F;h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;pub-a60b25a0873f4a439912466b672797c9.r2.dev&#x2F;releases&#x2F;v0.1.0&#x2F;Vectropolis-macos-arm64.zip&quot;&gt;macOS (Apple Silicon &#x2F; ARM64)&lt;&#x2F;a&gt;&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;h3 id=&quot;linux&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#linux&quot; aria-label=&quot;Anchor link for: linux&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
Linux&lt;&#x2F;h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;pub-a60b25a0873f4a439912466b672797c9.r2.dev&#x2F;releases&#x2F;v0.1.0&#x2F;Vectropolis-linux-x64.tar.xz&quot;&gt;Linux (x64)&lt;&#x2F;a&gt;&lt;&#x2F;li&gt;
&lt;li&gt;&lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;pub-a60b25a0873f4a439912466b672797c9.r2.dev&#x2F;releases&#x2F;v0.1.0&#x2F;Vectropolis-linux-arm64.tar.xz&quot;&gt;Linux (ARM64)&lt;&#x2F;a&gt;&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
</content>
        
    </entry>
    <entry xml:lang="en">
        <title>Announcing the online rough tech demo</title>
        <published>2025-10-23T00:00:00+00:00</published>
        <updated>2025-10-23T00:00:00+00:00</updated>
        
        <author>
          <name>
            
              Unknown
            
          </name>
        </author>
        
        <link rel="alternate" type="text/html" href="https://vectropolis.city/blog/online-demo/"/>
        <id>https://vectropolis.city/blog/online-demo/</id>
        
        <content type="html" xml:base="https://vectropolis.city/blog/online-demo/">&lt;p&gt;In the last post, I discussed using a “radically open preproduction process.” The eagle-eyed among you might notice there’s now an &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;online.vectropolis.city&quot;&gt;&lt;strong&gt;Online rough tech demo&lt;&#x2F;strong&gt;&lt;&#x2F;a&gt; that opens a live, in-browser preproduction engine build.&lt;&#x2F;p&gt;
&lt;blockquote class=&quot;markdown-alert-caution&quot;&gt;
	&lt;p&gt;&lt;strong&gt;TL;DR:&lt;&#x2F;strong&gt; I’m publishing rough, sometimes-broken demos on purpose. I believe you can handle it, and early feedback beats late polish.&lt;&#x2F;p&gt;

&lt;&#x2F;blockquote&gt;
&lt;hr &#x2F;&gt;
&lt;h1 id=&quot;why-most-studios-hide-the-rough-edges&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#why-most-studios-hide-the-rough-edges&quot; aria-label=&quot;Anchor link for: why-most-studios-hide-the-rough-edges&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
Why most studios hide the rough edges&lt;&#x2F;h1&gt;
&lt;p&gt;There’s a standard playbook:&lt;&#x2F;p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Out-of-engine cinematic first, gameplay last.&lt;&#x2F;strong&gt; The safest way to “wow” without risk—at the cost of accuracy.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Carefully controlled demos.&lt;&#x2F;strong&gt; One curated presentation, one hardware target, one press beat, embargo dates, streamer agreements…&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Silence during preproduction.&lt;&#x2F;strong&gt; The belief: if players see grayboxes or placeholder art, they’ll “misunderstand,” churn, or punish the studio.&lt;&#x2F;li&gt;
&lt;&#x2F;ul&gt;
&lt;p&gt;The subtext is simple: &lt;strong&gt;players can’t handle it&lt;&#x2F;strong&gt;. Studios think you need coddling, not candor.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;i-don-t-buy-that&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#i-don-t-buy-that&quot; aria-label=&quot;Anchor link for: i-don-t-buy-that&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
I don’t buy that&lt;&#x2F;h1&gt;
&lt;p&gt;Players aren’t fragile; &lt;strong&gt;they’re frustrated&lt;&#x2F;strong&gt;, and in the city building genre and after &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;www.wired.com&#x2F;2013&#x2F;03&#x2F;simcity-outage&quot;&gt;so many&lt;&#x2F;a&gt; high-profile &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;www.pcgamer.com&#x2F;games&#x2F;sim&#x2F;paradox-apologizes-for-latest-cities-skylines-2-boondoggle-will-give-refunds-for-the-beach-properties-dlc-we-hope-we-can-regain-your-trust-going-forward&#x2F;&quot;&gt;failures&lt;&#x2F;a&gt;, everybody’s out of patience. We’ve learned to read &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=g2MW4Kgi8Hs&quot;&gt;glossy trailers&lt;&#x2F;a&gt; as marketing, not information. We’ve seen “vertical slices” that &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;www.reddit.com&#x2F;r&#x2F;SimCity&#x2F;comments&#x2F;19yv00&#x2F;is_simcity_glassbox_engine_all_bells_and_whistles&#x2F;&quot;&gt;don’t represent the shipped game&lt;&#x2F;a&gt;. And we’ve watched &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;www.pcgamer.com&#x2F;cities-skylines-2s-first-performance-patch-is-live-on-steam&#x2F;&quot;&gt;day-one patches&lt;&#x2F;a&gt; carry the weight that production never did.&lt;&#x2F;p&gt;
&lt;p&gt;What this genre needs now is &lt;strong&gt;straight talk&lt;&#x2F;strong&gt;: real performance numbers, honest scope, and runnable, testable demos. When a studio shows work-in-progress with context, I think players won’t punish the roughness—they appreciate being treated like adults.&lt;&#x2F;p&gt;
&lt;blockquote class=&quot;markdown-alert-tip&quot;&gt;
	&lt;p&gt;&lt;strong&gt;Trust is built by letting people see you make the thing, not by pretending you never struggled.&lt;&#x2F;strong&gt;&lt;&#x2F;p&gt;

&lt;&#x2F;blockquote&gt;
&lt;h1 id=&quot;the-bargain-i-m-proposing&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#the-bargain-i-m-proposing&quot; aria-label=&quot;Anchor link for: the-bargain-i-m-proposing&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
The bargain I’m proposing&lt;&#x2F;h1&gt;
&lt;p&gt;I’d like to show you my terrible builds, half-shipped features, and bad designs. In return, I’m asking for feedback delivered in good faith so I can improve all three. Here’s the working agreement:&lt;&#x2F;p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;This is preproduction.&lt;&#x2F;strong&gt; Expect crashes, hangs, bugs, pop-in, poor optimization, placeholder art, and much more.  Check the &lt;a href=&quot;https:&#x2F;&#x2F;vectropolis.city&#x2F;releasenotes&#x2F;&quot;&gt;release notes&lt;&#x2F;a&gt; for known problems.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Honest constraints.&lt;&#x2F;strong&gt; Browser is more limited than native, your hardware may be different than mine.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;Scope in motion.&lt;&#x2F;strong&gt; Game design is 100% experiment.  Every feature may disappear, morph, or ship later. That’s design, not duplicity.&lt;&#x2F;li&gt;
&lt;li&gt;&lt;strong&gt;No gotchas.&lt;&#x2F;strong&gt; What you see is what the status is.&lt;&#x2F;li&gt;
&lt;&#x2F;ol&gt;
&lt;p&gt;In exchange, just send me honest feedback.  &lt;a rel=&quot;external&quot; href=&quot;https:&#x2F;&#x2F;discord.gg&#x2F;wUjZd7XzGP&quot;&gt;Join the Discord&lt;&#x2F;a&gt;, tell me what you like and don’t like, or what you’d like to see added to the game.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;common-objections-and-my-answers&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#common-objections-and-my-answers&quot; aria-label=&quot;Anchor link for: common-objections-and-my-answers&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
Common objections (and my answers)&lt;&#x2F;h1&gt;
&lt;p&gt;&lt;strong&gt;“But first impressions matter—won’t this hurt you?”&lt;&#x2F;strong&gt;
Only if it’s presented as finished. Presenting it as “barely started” turns bad builds from a liability into a conversation.&lt;&#x2F;p&gt;
&lt;p&gt;&lt;strong&gt;“Competitors will copy you.”&lt;&#x2F;strong&gt;
Maybe! But execution beats secrecy, and community trust is tough to clone.&lt;&#x2F;p&gt;
&lt;h1 id=&quot;why-this-matters-way-beyond-one-demo&quot;&gt;&lt;a class=&quot;zola-anchor&quot; href=&quot;#why-this-matters-way-beyond-one-demo&quot; aria-label=&quot;Anchor link for: why-this-matters-way-beyond-one-demo&quot;&gt;&lt;i class=&quot;icon&quot;&gt;&lt;&#x2F;i&gt;&lt;&#x2F;a&gt;
Why this matters way beyond one demo&lt;&#x2F;h1&gt;
&lt;p&gt;Games are systems. Systems get better through &lt;strong&gt;iteration with reality&lt;&#x2F;strong&gt;, not presentation decks. If we want durable, interesting simulations instead of disposable spectacles, we have to normalize showing &lt;em&gt;becoming&lt;&#x2F;em&gt;, not just &lt;em&gt;being&lt;&#x2F;em&gt;.&lt;&#x2F;p&gt;
&lt;p&gt;So yes—sometimes you’ll see the scaffolding. That’s the point. If you stick around, you’ll also see it come down.&lt;&#x2F;p&gt;
&lt;hr &#x2F;&gt;
&lt;p&gt;&lt;strong&gt;If you try the build:&lt;&#x2F;strong&gt; thank you. You’re helping steer something that’s still taking shape, and that’s the kind of collaboration it will take to make this a reality.&lt;&#x2F;p&gt;
</content>
        
    </entry>
</feed>
