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.
Temporary placeholder image pending commissioned artwork.
WRMHL Development
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.
Current Development Status
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.
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.
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.
Existing combat, interaction, inventory, mission, equipment, death, and world systems are retested throughout development so new work does not damage previously stable foundations.
Latest Stable Foundation
Version 0.0.24 reorganized the project into a cleaner, more scalable development structure while preserving the complete playable foundation built in earlier versions.
Recent Development Log
Each listed version represents a completed and tested development foundation rather than an unfinished feature announcement.
0.0.24 — Stable
Reorganized production scenes, tests, imported assets, documentation, project history, and development archives. Completed a full Windows export and standalone regression test.
0.0.23 — Stable
Added persistent inventory, world pickups, item details, equipment slots, equipping and unequipping, mission objectives, a reward cache, and empty-handed player spawning.
0.0.22 — Stable
Added visible player and enemy equipment attachment, corrected floating enemy weapons, preserved combat behavior, and completed a twelve-enemy stability test.
0.0.21 — Stable
Added the interaction system, facility objects, mission briefing, objective tracking, rooftop cache, interaction prompts, and reward confirmation.
0.0.20 — Stable
Expanded environmental storytelling, room identity, combat routes, exterior staging, collision coverage, enemy placement, and full-map encounter stability.
0.0.18 — Playtest Complete
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.
First Playable Location
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.
North America World Project
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.
TCI Development Principle
WRMHL will continue expanding through completed, playable systems—not disconnected promises. Every stable version becomes part of the foundation for the world that follows.