WRMHL Development

Build the Systems. Build the World.

WRMHL is being developed one stable foundation at a time. Every version begins with a focused goal, passes repeated testing, and is preserved before development moves forward.

WRMHL 0.0.25 is in active development.

Current work is focused on ensuring that combat, equipment, inventory, rewards, and visible character state remain consistent with the items the player actually has equipped.

Current Version WRMHL 0.0.25
Current Focus Equipment-State Integrity
Latest Stable Archive WRMHL 0.0.24
Development Engine Godot
Development Status Active

Unarmed Combat Integrity

The player’s active combat behavior must match the equipped weapon state. Empty hands should never silently use sword damage, sword behavior, or an invisible weapon profile.

Reward Accuracy

Mission rewards are being verified by exact item identity and quantity. The current evaluation cache grants one RAZ Training Token, two Facility Scrap, and one RAZ Evaluation Reward.

Regression Testing

Existing combat, interaction, inventory, mission, equipment, death, and world systems are retested throughout development so new work does not damage previously stable foundations.

WRMHL 0.0.24 — Project Cleanup and Structure.

Version 0.0.24 reorganized the project into a cleaner, more scalable development structure while preserving the complete playable foundation built in earlier versions.

Project Structure Reorganized
Legacy Material Archived or Quarantined
Production Scenes Renamed and Classified
Windows Export Passed
Full Systems Regression Passed

Major completed versions.

Each listed version represents a completed and tested development foundation rather than an unfinished feature announcement.

Project Cleanup and Structure

Reorganized production scenes, tests, imported assets, documentation, project history, and development archives. Completed a full Windows export and standalone regression test.

Inventory, World Loot, and Missions

Added persistent inventory, world pickups, item details, equipment slots, equipping and unequipping, mission objectives, a reward cache, and empty-handed player spawning.

Equipment Attachment

Added visible player and enemy equipment attachment, corrected floating enemy weapons, preserved combat behavior, and completed a twelve-enemy stability test.

World Interactions

Added the interaction system, facility objects, mission briefing, objective tracking, rooftop cache, interaction prompts, and reward confirmation.

Facility Environment and Encounters

Expanded environmental storytelling, room identity, combat routes, exterior staging, collision coverage, enemy placement, and full-map encounter stability.

First Closed Playtest Build

Prepared and distributed the first private Windows playtest through Itch.io, including the main menu, controls display, clean exported interface, combat, movement, blocking, dodging, and enemy encounters.

RAZ Training Facility — Albuquerque.

The RAZ Training Facility became WRMHL’s first structured playable location and the first place where combat, exploration, environmental storytelling, interactions, equipment, loot, and missions operate together inside one complete space.

Location Type Training and Evaluation Facility
Region Republic of Arizona
Primary Setting Albuquerque Area
Combat Encounter 12 Training Units
Current State Playable and Stable

The continent foundation has begun.

Separate from the current gameplay build, TCI has established the geographic foundation for WRMHL’s long-term North American world using real elevation, land, coastline, mapping, documentation, and protected source data.

World Project Version 0.0.02 Stable
Elevation Foundation Loaded and Verified
Land and Coastline Data Loaded and Verified
Portable Project Paths Verified
Protected Archive Created and Tested

TCI Development Principle

Start something. Finish it. Tune it. Move on.

WRMHL will continue expanding through completed, playable systems—not disconnected promises. Every stable version becomes part of the foundation for the world that follows.

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