BUILD STATE · v0.9 BETA

Project
Status.

Live build state, current sprint, and the road to launch. We don't believe in coming-soon vapor — every system listed below is in code or in design review.

140+
Sessions Logged
14
Production Systems
6
Designed & Queued
75K+
Lines Of Code
In Production

Shipped & Stable

These systems run on live test servers today. Hardened across multiple sessions, regression-tested with peer + dedicated server pairs.

Inventory + Weight
SHIPPED
Inventory PostValidator
SHIPPED
Gun Store · 227 Items
SHIPPED
Starter Loadout
SHIPPED
ATM & Wallet
SHIPPED
Gateway · REST · MySQL
SHIPPED
HUD · Compass · Wallet
80%
MotaBot Discord (v3.2)
SHIPPED
Round Manager · Wipe · Rotation
90%
Foundation · Shipped

Layer 1 Spawn Pipeline

Sessions A through G delivered the spawn system end-to-end: town markers, loot pools, vehicle spawning, world loot, activity respawn, spawn menu, and HVT. Hive telemetry surfaced via the live server-stats counter. Spawn beacons deferred until item placement ships.

Session A · 2026-04-12
Town Markers + Map Visibility

Town tier markers, server-side map visibility, motion sensor radar. Live and verified.

Session B · 2026-04-13
Loot Pool System + Town Loot Spawning

Polar-sweep crate placement, origin tagging, smart per-building rolls.

Session C · 2026-04-19
Vehicle Spawning + Despawn

Vehicle anchors, trunk loot rolls, 1-hour idle despawn.

Session D · 2026-04-23
World Loot Scanner

Lazy per-building scanner with interior bounding boxes. Origin tagging.

Session E · 2026-04-25
Activity-Based Respawn + Soft Mitigations

Weighted distribution, per-player cooldown, radius-scaled timing. Silent server-side tracker.

Session F · 2026-04-29
Spawn Menu + Death Flow

HF_SPAWN menu replaces BI deploy menu via OpenRespawnMenu override. Production deploy mechanism live.

Session G · 2026-05-01
HVT System

Wealth-threshold tracking with admin-configurable amount, kill tracker, global broadcast cycle.

Session H · 2026-05-06
Hive Telemetry (HFServerStats)

Server-side counter — crates / items / vehicles, connect-to-spawn timer, /stats chat command, 60-second periodic dumps.

Session I · Deferred
Spawn Beacons

Player-deployable spawn anchors. Deferred until item placement system ships.

Build Log · Last 30 Days

Recent Milestones

Layer 1 wrapped, then we kept shipping. Mission system, admin command suite, 9-tab admin menu, welcome screen pipeline, and back-to-back perf and security waves on the active map-agnostic refactor branch.

2026-05-02
Welcome Screen v1 + Revive System + Mission Notifier

TAC-X Operations Terminal phase 3 ships first-pass welcome screen. Revive verbs (down/revive) with overlay suppression. Mission notification routing.

2026-05-03
Chat v1 Admin Command System (8 phases)

HFCommandRegistry with 5-tier model (EVERYONE / TRUSTED / MOD / ADMIN / OWNER). 22 legacy commands migrated to hierarchical syntax. Per-command tier overrides via profile config.

2026-05-04
Mission System Phase 1B (10 sub-phases)

Trigger engine, phased state machine, archetype modules (CONVOY / OUTPOST / CACHE / CRASH_SITE), damage-weighted reward distribution, /mission ops, telemetry, starter templates.

2026-05-04
F8 Admin Menu (9 tabs) + Welcome Screen Tokens

9-tab admin UI: WORLD / HEALTH / PLAYERS / COMMANDS / MARKERS / and more. Welcome screen switched to server-expanded tokens — {POPULATION}, {KILLS_BY_FACTION}, {TOP_KILLER}, {UPTIME}, {BUILD}, {ADMINS}.

2026-05-06/07
Phase A · Performance Wave (23 commits)

Spawn click → in-world: 9.7s → 30–53ms. Welcome UI freeze: 4.3s → ~50ms. Cache poisoning fix on Workbench Reload Game. HFServerStats live counters.

2026-05-07 · IN PROGRESS
Phase A · Security Wave (27 commits)

Server-authoritative admin overlay tier system. HFAdminAudit persistent CSV + chat broadcast. Map-agnostic POI filter. Smoke test pending on full Workbench restart.

After The Refactor

The Roadmap

With Layer 1 shipped, current focus is the map-agnostic refactor. Next: item placement, the static mission spawner, vehicle persistence, and the player menu. Hive expansion is the long horizon.

Q2

Item / Object Placement

Unified admin tool — gun stores, ATMs, structures, mission anchors. Unblocks spawn beacons.

Q2

Static Mission Spawner

Easy / Medium / Hard / VIP / HVT / Cache mission library on a configurable cycle.

Q3

Player Menu (Phase 4C)

Drop money, consume items, report, spawn, stats, group management.

Q3

Consumables System

Food, water, repair kit. Activates the survival loop.

Q3

Vehicle Persistence

Purchased vehicles survive logout, server restart, and rotation.

Q4

Group Management

Squad spawning, GREEN alliance UI, allied marker toggle.

Q4

Day/Night + Weather

Diurnal cycle, weather state, NVG economy, optional radiation zones.

2027

Hive Expansion

Multi-region cluster scaling, cross-cluster reputation, shared event broadcasts across the entire server family.

2027

Dynamic Event Spawner

Weather events, cache drops, supply convoys triggered by server rules. Independent of the mission system.

Heavy Forge Inc.

The Build Is The Statement

Four hundred and counting hours. Code that compiles on first attempt. A documentation discipline that touches three places at the same time. We're not racing to launch. We're racing to be right.