What's up guys, it's been a few months since the last time I posted an update on here, so I figured I'd take some time on this fine Sunday to share how development is going.
Keep in mind this is not a finished product and is in active development
ADDED
Friendly AI teammates that follow the player, engage enemies, and provide cover
Escort and defend mission logic where friendly units protect pilots or intel
AI ambush and wave spawning systems tied to objectives
AI voice-line manager with callouts, chatter, and responses
AI suppressive fire and burst-fire behavior
Weighted enemy spawn logic and adjustable spawn distances
Patrol bands that wander, relocate near players, and auto-respawn after wipes
AI optimization tiers (Near/Mid/Far/Off) that scale updates based on distance
AI despawn safety if they get stuck or can’t move
FIXED
AI rotation lag and pathing issues when following players
AI incorrectly detecting or ignoring enemies and cover
AI bullets not damaging targets
AI continuing to shoot hidden or dead targets
Duplicate AI spawning on helicopters or objectives
AI idle jitter, animation desyncs, and “floating” on uneven terrain
Client/server replication for AI firing, reloading, and behavior sync
Perception and reaction delays during combat

ADDED
Full objective chain system
New mission types:
Downed Pilot (SAR) – includes triage, escort, defend, and evacuation stages
Intel Recovery – retrieve intel, defend, and call helicopter extraction
Secure Bridge, Hold the Line, Riverbed, and Burn House defend-style objectives
Artillery Objective – fire and defend static gun positions
Director-based mission controller that manages spawns, timers, and LZs
Moving encounter “bubble” for escort stages that updates spawn locations ahead of the player
Extraction helicopter logic with approach, landing, dust FX, and departure
LZ (Landing Zone) markers with smoke and overlap triggers
Post-mission summary screen showing completed objectives and XP earned
Weighted random objective selection for replay variety
Mission playlist planning system that automatically queues next objectives
FIXED
Objective completion radius, overlap triggers, and progression timing
Replication issues causing desynced objectives between host and clients
Incorrect wave spawns, flare FX, or defend zones not appearing
Player interactions failing when multiple players tried to use the same objective
Compass markers and UI indicators not updating properly
CHANGED
Improved objective transitions
Adjusted AI wave distances for level scale and balance

ADDED
Mountable .50 Cal machine gun with rotation controls, camera switch, firing FX, tracers, and overheat effects
Full mount/dismount interaction flow with replicated logic for all players
50 cal overheating system with smoke, cooldown visuals, and sounds
Player-controlled patrol boat with multiple seats (driver, gunners, passengers)
Boat wake system with dynamic V-shaped water ripples and speed-based scaling
Engine audio component with smooth throttle response and layered idle/mid/high loops
FIXED
Camera rotation, firing desync, and input loss after mounting
Clients unable to dismount or still able to fire after leaving the gun
Audio replication for mounted weapons and vehicles
Incorrect recoil or rotation clamping on mounted turrets
Wake artifacts and direction snapping in boat water FX

ADDED
Bullet impact FX with dust, sparks, and debris
Helicopter dust FX that react to ground distance
Downed-state visual indicators (blood, vignette, heartbeat)
Rain, wetness on clothing, and ambient weather layers
Engine, gunfire, and environmental attenuation systems with realistic distance fade
Reverb zones and ambience rings for jungle soundscapes
FIXED
Sound attenuation, timing, and concurrency mismatches
Helicopter FX not visible to clients
Visual clipping or looping issues on smoke and dust particles
Incorrect light bloom, glow, and post-process exposure
Audio desync between host and clients during extractions or flyovers
Over-bright main menu material and bloom artifacts

ADDED
RPGs react to water and now trigger water explosion FX
Ammo refill crates with limited uses and cooldowns.
FIXED
Bullet collision detection and damage replication
Negative ammo count bug
Reload desync and magazine updates across network
Incorrect weapon holding animations (e.g., M60 hand placement)
Explosion FX scale, attenuation, and hit rotation alignment
CHANGED
Simplified recoil for more natural look in first and third person
Reworked weapon replication for minimal bandwidth usage
Added cooldown smoothing and predictable overheating curve

ADDED
Idle head and torso rotation for more lifelike third-person stance
Downed state, revive UI, and medpack interaction
FIXED
Sprinting, aiming, and prone transitions
First-person camera misalignment and FOV issues
Aiming offsets after mounting/dismounting
Camera manager desyncs when clients accessed mounted guns
Input lock issues after cutscenes or transitions
CHANGED
Rebalanced recoil, sensitivity, and camera smoothing
Refined fade transitions for cinematic events

ADDED
In-game Settings Menu (graphics, performance, and audio sliders)
Class and weapon selection system with replication in lobby
Updated loading screen system
Startup video intro and main menu scene with rain and ambient FX
Post-game scoreboard and XP tally
Compass and distance indicators with smoothed fade edges
Improved on-screen interact widgets and radial progress rings
FIXED
Compass rotation errors and rounding issues
Loading screen overlays blocking input or not disappearing
Lobby to game transitions not updating controller state
Audio and visual elements failing to load in main menu
Weapon choice not persisting across sessions
CHANGED
Rebuilt main menu visuals (cloudy, rainy aesthetic)
Simplified UI replication flow and fade transitions

ADDED
Full AI optimization system with distance-based updates and despawn logic
Spawn jitter system to prevent CPU hitches when spawning large groups
Deferred spawn initialization to reduce load spikes
Tiered tick rate throttling for AI pathing and movement
FIXED
Memory pressure from heavy foliage and overlapping sound volumes
Helicopter replication and dust particle spam
Long-standing GPU bottlenecks from shadow and Nanite passes
CHANGED
Adjusted grass density and culling volumes for better framerate
Dropped Lumen detail and GI quality for more stable performance
Optimized shader compilation and PSO caching for packaged builds
FIXED
Timing and sync issues for intros and extractions
Camera fades and player input conflicts during cinematic transitions
Audio desyncs on intro and extraction flyovers
Overall I'm pretty happy with where we're at. I have spent an ungodly amount of time optimizing certain aspects of the game after every single packaged build after running insights to identify bottlenecks and it's taking longer than I expected. BUT optimization is really important to me so I'm really doing my best to make sure it runs well. I have hit benchmark fps on multiple builds but there are always little problem that poke their head out.
There is a lot of tightening up I want to do and major systems I need to implement still (primarily progression, experience unlocks etc), but the core gameplay loop feels really good. I've tested and played it unbelievable amounts of hours online and it's been a pretty fun experience, although every time we test, I discover a new thing I need to work on. I feel like that's probably how this will go lol.
As a small team (literally myself, my older brother, and my younger brother who creates 3D assets), we've come a long way and I'm really proud of the project in its current state. I can't wait until the day I get to actually play with you guys on here!
One day at a time :)
Don't forget, I post in the discord weekly with updates if you're really interested in what I'm doing or have questions or ideas you want to share. I love chatting with ya'll and it's always cool to hear other perspectives. Hit the discord link that's attached to our page and say what's up!
Either way, I'll keep you guys in the loop!
Thank you to everyone who’s shown interest and support for Delta 4! The development team is thrilled to share that a fully playable demo is almost ready for release, and we’re hard at work ironing out the last of the bugs. After all, we wouldn’t want the Delta 4 to crash while en route to Mars… 😅
We’ve made major progress recently — the main menu and save/load game systems are complete, and several of the first in-game systems are now operational and ready for player interaction.

Our vision for Delta 4 is to challenge players with a diverse mix of technologies, from command-line interfaces to graphical systems — each inspired by real-world IT and spacecraft operations. The latest system under development is the Core Routing Matrix, featuring authentic, IOS-style “show” commands and network management mechanics.

We’re getting closer every day to releasing a publicly playable demo, and we’ll post another update as soon as it’s ready.
Thank you again for your continued support — and stay tuned, engineers. The escape to Mars is just beginning. 🛰️
Patch Notes:
Fixed:
The button for buying more heads is disabled once all possible heads have been unlocked on the Heads website.
The new filters check boxes for the Heads and Rooms websites are not able to all be turned off at once.
We thank you for all the feedback and support as we strive to make the Teeny Tidy experience the best it can be!
- The Nova Crew 🤖🧹
Fixed issue not being able to select miniature spell after collecting the book.
When collecting a new spell/weapon it updates the selected weapon in the UI.
Fixed bug when placing the final orb to the throne room you could not enter.
Added destroyed enemies to the save file. Once they are defeated they will stay dead. Some locations they will still respawn.
Added new check for potions. If collected it will add each item to save file for permanent removal.
Added new check for player position. When loading the game the player will start at the position they saved the game at.
Added new clock graphic inside the clock tower.
Added two new stats to the stats tab: XP Per Farm Action and Gold Per Farm Action
Changed all references to XP/Gold Per Click to XP/Gold Per Farm Action to be more accurate
XP and Gold Per Click stats now factor in Farm Actions Per Click
Autofarm speed is now counted in Total XP and Gold Per Second stats on the Class tab
Web AFK Rewards now reward squire enemy drops based on your rare drop chance (This is to make AFKing the browser more equivalent to the Windows version)
If you have Class Swap unlocked and rebirth on the Researcher improving your Wisdom, the XP of the enemy you are fighting will automatically update (you used to need to cycle to a different enemy to see the change)
Researcher pages are now visible on both the Research and Publish tabs
Pages are not longer rarely lost when pages are gained while submitting pages at the same time
Perk trees for all three classes now have arrows showing what direction the perk progression is going
Added version number to the Settings window
Rebirth Stats on the Stats tabs are now in class order (Hardiness, Might, Wisdom)
Things are heating up this holiday season in Rubber Hose Rampage, where the table’s set for the most chaotic Thanksgiving showdown in cartoon history. Inspired by the 1945 Tex Avery short Jerky Turkey, this new level pits a determined Pilgrim against one very uncooperative Turkey in a slapstick battle of wits, weapons, and wild animation.
Players can expect vintage-style mayhem straight from the golden age of cartoons — complete with exaggerated gags, explosive reactions, and that signature hand-drawn charm the series is known for. From crumbling cabins to gravy-soaked battlegrounds, every frame has been crafted to feel like a lost reel from the 1940s.
Whether you’re dodging dinner plates or outsmarting your feathered foe, Jerky Turkey turns Thanksgiving into a full-blown food fight. It’s frantic, funny, and absolutely stuffed with chaos.
Rubber Hose Rampage: Jerky Turkey is available now.
Grab your musket, sharpen your carving knife, and get ready to rumble — Thanksgiving will never be the same again!