OUT NOW: PULSE//ZERO v0.5.0: EVOLUTION
v0.5.0 is out. Every run now picks a Combat Profile and a Sector that rewrite the rules of the arena — backed by eleven new enemies, four Elite variants and two new bosses.
- release
- pulse-zero
Devlog
Design notes, milestones and lessons from the workshop. We build in the open.
v0.5.0 is out. Every run now picks a Combat Profile and a Sector that rewrite the rules of the arena — backed by eleven new enemies, four Elite variants and two new bosses.
The arena floor in PULSE//ZERO is not a backdrop — it is a single shader that listens to the whole game and answers in light. Here is what the Living Grid is, why a reactive stage is the thing that makes the game sing, and how it works.
The Adaptive Director decides when a run earns a mini-boss. This is what shows up: a reusable boss chassis, an encounter that never overstays its welcome, and the Elite Hunter — three telegraphed mechanics that reward reading tells over out-DPSing.
We built a tempo-locked adaptive music system for Godot 4 — vertical layer blending and bar-quantised section transitions — and we've released it under MIT. It's the system PULSE//ZERO's music is moving onto, and it's yours to use in anything.
v0.4.0 is a systems update — Overdrive becomes an earned charge→spend burst, combos climb to x32, bosses reshape the arena, and a rebuilt director paces the whole run.
Static spawn timers make every run feel the same. PULSE//ZERO has an invisible game master instead — a deterministic, explainable pacing system that reads the run and decides who shows up, when, and how hard. Here is how it breathes.
v0.3.1 lands a native macOS build, the global leaderboard inside the game, QR pairing, and a hotfix that reconnects linked players to the board.
v0.3.0 lands the Void Titan, a big readability pass, new accessibility controls and offline-first leaderboards.
How we build enemies in PULSE//ZERO: a behaviour-object architecture, five archetypes that each ask a different question of the player, and an elite system that remixes them. Bosses come later — this is the rank and file.
PULSE//ZERO is an arcade game first.
I’ve been building PULSE//ZERO in public — a solo-built neon twin-stick bullet-hell where the arena fights back and the enemies never stop coming. It’s now playable as a public…
The first vertical slice of PULSE//ZERO is playable. Here is what the slice proves, what it deliberately leaves out, and where the Living Grid goes next.
A new independent studio making thoughtful, systems-driven games. Here is who we are, what we believe, and what we are building first.