In short

  • Added a new save/load system for Story Mode and separate save slots for Training Mode.
  • Introduced the first foundations of progression: player EXP, stats, robot stats, skills, skill placeholders and early skill-map work.
  • Expanded robot gameplay with energy limits, HUD power bars, hit states, regeneration, smoother control, better obstacle avoidance and faster switching.
  • Added main and side quests, quest notifications, quest completion feedback, XP rewards and a dedicated quest tab in the interface.
  • Added the first Story Mode intro sequences, the player apartment, Sally, cat introduction, robot presentation and onboarding tasks.
  • Improved movement, stamina, sensors, platforms, boxes, laser/plasma feedback, cat intelligence, pigeon behavior, menus, language support, HUD clarity and audio quality.

A milestone for the technical foundation

This build is an important step toward closing the core technical layer of Nuclearphobia. Most of the main gameplay logic and mechanical foundations are now in place or actively connected: saving and loading, quests, progression, robot systems, interface state, Story Mode onboarding and Training Mode separation.

From here, development can increasingly move from “making the game work” toward making the game feel and look stronger: audio, video, skins, city/building art, environment polish, atmosphere, animation, presentation and broader visual identity.

Save/load and game mode separation

  • Added a new save/load system for the main gameplay mode.
  • Added save/load support for newly introduced systems, including robots, progression, quests and interface data.
  • Added a separate save/load system for Training Mode.
  • Story Mode and Training Mode now use separate save slots.
  • Improved quest handling and separated quest logic between Story Mode and Training Mode.
  • Improved saving of sensor positions — after loading, sensors now remain where they were instead of resetting.

Player progression, EXP and skills

  • Started work on the player level progression system.
  • Player EXP now increases after defeating enemies.
  • Added early player statistics and skill data visible in the interface.
  • Started work on the player and robot skill map.
  • Added the first skills and placeholder skill slots in the player and robot interface.
  • Added level-up feedback: when the player reaches a new level, a flash and message appear above the character.
  • XP is now awarded for completing quests.

Robots, HUD and robot progression

  • Added robots and their power bars to the HUD.
  • Added robot energy limits; energy usage is now reflected through the robot bars.
  • Robot limits and energy behavior are affected by player/robot level.
  • Robots can now be hit by enemies and disabled for a limited time.
  • Robot disable duration depends on player/robot level.
  • Robots now regenerate after being hit, with recovery time affected by player/robot level.
  • Added statistics and abilities for individual robots in the interface.
  • Improved the visual style of the robot status HUD.
  • Increased HUD resolution for clearer interface rendering.

Robot control and behavior

  • Improved robot movement toward the player, making return flight smoother and eliminating visible position jumps.
  • Improved robot obstacle avoidance.
  • Improved mouse control for robots, especially rotation around their own axis.
  • Robot mouse control is now smoother, more precise and more comfortable.
  • Improved robot idle behavior — if the robot is not moved with the mouse for 2 seconds, it turns toward the player’s movement direction.
  • Significantly improved magnetic robot control.
  • The magnetic robot can now throw barrels, crates and other magnetic objects.
  • Thrown magnetic objects can now damage enemies.
  • Resolved interval and delay issues when switching robots with 1, 2, 3, 4, 5 and Q.
  • Robot switching response time has been significantly improved.

Quests and interface flow

  • Added the first main quest.
  • Added the first side quest.
  • Added a dedicated quest list tab in the player interface.
  • Added notifications for receiving main and side quests.
  • Added notifications for completing main and side quests.
  • Added completion feedback when a quest objective is reached.
  • Added an interface clock to make it easier to monitor time during gameplay.
  • The game world now freezes when the player enters the interface, stopping time while menus are open.
  • Improved interface visuals and handling of collected items.
  • Added an interface tutorial when the player collects the first item.
  • Added a Robots tab tutorial when the player collects the first robot.

Story Mode, apartment and onboarding

  • Added an early intro sequence for Story Mode.
  • Added the first cutscenes starting the Story Mode experience.
  • Added the first onboarding tasks introducing the player to core mechanics.
  • Added a new room: the player’s apartment.
  • Added a new movement mode for the player apartment.
  • Apartment movement now includes scaling and perspective handling.
  • Added a new character: Sally, Peter’s friend.
  • Added an introduction sequence for the cat after the player finds it.
  • The cat no longer follows the player from the beginning of the game — it must be found first.
  • Added a robot presentation sequence.

Movement, stamina and physical interactions

  • Added a running stamina bar.
  • Added stamina regeneration.
  • Resolved an issue where moving platforms could push the player incorrectly.
  • Improved pushing and visuals for mirror boxes.
  • When pushing boxes diagonally, the player no longer jumps or snaps; movement now slides smoothly along the slope angle.
  • Wooden crates can now be grabbed with CTRL and pulled away.

Sensors, lasers, plasma and combat feedback

  • Improved enemy hit information — it is now displayed at the top center of the screen.
  • Improved handling when multiple sensors grab the player.
  • Improved sensor grid drawing when a sensor touches a side wall; the grid now correctly draws down to the floor.
  • Added industrial laser impact finishing, matching the robot laser impact style.
  • Added a temporary laser shot trail that remains visible for 3 seconds.
  • Added a temporary plasma hit trail that remains visible for 3 seconds.

Companions, animals and AI behavior

  • Significantly improved cat intelligence.
  • Improved cat behavior after the player finds it and adds it to the party.
  • Slightly improved drawing of the player and the cat.
  • Improved pigeon behavior so they handle obstacle avoidance better while flying.

Presentation, audio and technical polish

  • Added the Nuera Games logo to the startup sequence.
  • Improved the default game resolution.
  • Improved HUD clarity and player HP bar visuals.
  • Improved overall audio quality.
  • Improved game menus and options.
  • Added language selection support.
  • Currently available languages: English and Polish.

Project status

Demo Alpha — this build is a major technical milestone. It connects save/load, progression, quests, robot systems, onboarding and interface logic into a more complete foundation. With most core systems now implemented or moving into refinement, the next major direction is stronger artistic production: audio, video, visual polish, skins, buildings, city areas and the overall look of the world.