FOUNDRY SPRINT · COMPLETE SPRINT WINDOW · 2026-09-26 → 2026-09-28

Three games.
48 hours.
One foundry.

LUDOGENESIS ran three parallel game-production lanes across occult horror, industrial co-op, and desktop incremental. All three reached bounded acceptance evidence. The sprint is finished; the builds, failures, repairs, and receipts remain the record.

DEADSTOCK · SALVAGE CREW · BOTTOM BARON
SPRINT BOARD / CLOSEOUTCOMPLETE
DS DEADSTOCK
BOUNDED ACCEPT PACKAGED VISUAL REVIEW · ACCEPT
SC SALVAGE CREW
BOUNDED ACCEPT INDEPENDENT PERCEPTUAL REVIEW · ACCEPT
BB BOTTOM BARON
CANARY PASS 212 CHECKS · TECHNICAL + VISUAL PASS
SFX AUDIO
COMPLETE 62 original WAV assets · 3 games
0148-HOUR BUILD LOG

Building now. In public.

Three production lanes. Three games. Real builds, real tests, real failures, and real repairs — all running simultaneously. The foundry doesn't wait for a game to be finished before it tells you the truth about where it is.

BOTTOM BARON2026-09-26 · HOUR 2

Core acceptance GREEN. Windows export confirmed.

Deterministic acceptance passed. BOTTOM_BARON_SLICE_TEST: PASS. Full dungeon loop, passive income engine, raid system, boss escalation, persistence, and HUD all holding. Windows EXE exported. Now in public-test polish sprint.

ACCEPTANCE: PASSEXPORT: WINDOWS
DEADSTOCK2026-09-26 · HOUR 2

195 deterministic assertions passing. Polish and maintenance sprint.

First-person occult horror slice running. Core repair loop, VHS tape reveal, and RETURN/ARCHIVE/DESTROY choices implemented and verified. 195 assertions passing. Game is in active polish — lighting, atmosphere, final interaction tuning. Not released.

IN PRODUCTION195 ASSERTIONS
SALVAGE CREW2026-09-26 · HOUR 2

108/111 assertions. Three failures isolated to visual-world construction.

Two-player co-op industrial salvage slice. Docking, tether, power grid, coolant/pressure, airlock, winch, and salvage-core extraction were built and tested. Three commandlet visual-world failures were isolated here; the later R14 package/capture and independent perceptual review closed the bounded sprint criterion.

R14 ACCEPTEDREPAIR CLOSED
AUDIO2026-09-26 · HOUR 1

62 original WAV audio assets generated across all three games.

Full audio palette for DEADSTOCK (screwdriver ticks, CRT hiss, VHS motor, reveal sting, decision SFX), SALVAGE CREW (docking thunks, breaker throws, cascade alarms, hydraulics, winch), and BOTTOM BARON (dungeon ambience, raid events, boss fanfare, coin cascades). All original, all scoped to their game.

COMPLETE62 ASSETS · 3 GAMES
VISUAL2026-09-26 · HOUR 1

Visual support lane produced the sprint material and overlay library.

A parallel visual lane is generating game-specific material textures, CRT/VHS overlay assets, atmospheric maps, and UI components. DEADSTOCK's worn-bench aesthetic, PCB soldermask surfaces, plaster walls, and rubber mats are in production.

IN PROGRESS
NEXTCOMING NEXT

Public playtest prep. Player response decides what gets expanded.

Once all three slices are publicly testable, we open the doors. Player response — not the foundry's internal opinion — decides which slices earn full development. The build method is the thesis. The player response is the proof.

PLAYTEST COMINGALL THREE GAMES
02THE THREE SLICES

Three completely different games.
One 48-hour sprint.

Not three variations on a theme. Three distinct commercial games — different engines, different genres, different production challenges — built simultaneously to prove the foundry can generate anything, not just one kind of thing.

BOTTOM BARON ● R11 CANARY PASS
Godot 4.7.2 · Windows Export Ready

The dungeon that runs while you work.

A polished bottom-of-desktop active-incremental dungeon game. Passive dungeon progress while you work. Active interventions during raids. Upgrade monsters, build rooms, arm traps, beat bosses. Persistent progression. Escalating challenge. A real game with a real design — not a screensaver.

PASSIVEIncome ticks. Adventurers probe deeper floors. Traps engage. Monsters earn gold.
RAIDSActive intervention window. Trigger abilities. Defend against adventurer waves.
BUILDNew rooms. Recruit monsters. Upgrade defenses. Boss escalation every major milestone.
PERSISTFull save/load. Progress survives sessions. Dungeon grows between work sprints.
BOTTOM_BARON_SLICE_TEST: PASS Windows export confirmed Passive income + raid + boss loop 19 original audio assets

Truth: The bounded R003B canary passed deterministic, technical, and visual review. This is not blanket public-release acceptance; the game remains a sprint artifact and a candidate for later requalification.

SYSTEM ARCHITECTURE // GODOT 4.7.2 R11 BOUNDED VISUAL CANARY · PASS

THE BOTTOM-OF-DESKTOP LOOP

Real-time passive simulation operating in a docked desktop footprint. Deterministic floor progression, active raid defense, monster recruiting, and boss escalation mechanics.

01 TICKPASSIVE GOLD
→
02 EXPEDITIONFLOOR CLEAR
→
03 INTERVENERAID DEFENSE
→
04 EXPANDRECRUIT & ARM
→
05 PAYOFFBOSS / PRESTIGE
ACTIVE RAIDS
HERO INTERVENTIONS

Trigger abilities and defend monster nests when adventurers breach inner vaults.

FOUNDRY POLISH
CUSTOM AV INTEGRATION

19 original WAV soundscapes and 48 custom heraldic crests in final runtime wiring.

BOSS SHOWDOWN
ESCALATING PRESTIGE

Deterministic boss milestones unlock dungeon prestige tiers and multiplier relics.

DEADSTOCK ● BOUNDED VISUAL ACCEPT
Unreal 5.8.2 · First-Person · PC

One cursed camcorder. One very bad night.

Premium first-person occult electronics-repair horror. You work late in a repair shop. One 1990s JVC camcorder comes in for service. You fix it — four screws, open casing, diagnose the faults, restore power. The recovered tape is dated tomorrow. It shows your shop, from a fixed impossible camera angle. You're at the bench. There's a figure directly behind you. Then: RETURN. ARCHIVE. DESTROY.

INSPECTExamine the camcorder. Feel the weight of what's wrong before you open it.
DISASSEMBLEScrewdriver. Four screws. Open the casing. The smell of old plastic and something else.
DIAGNOSEThree distinct electrical faults. Find them. Understand them. Repair them.
REVEALPower on. The tape plays. What you see can't be unseen. The choice is yours.
195 assertions passing Packaged visual review · ACCEPT Unreal 5.8.2 21 original audio assets
DEVELOPMENT MATERIAL · not gameplay capture
DEADSTOCK — CRT bezel frame development overlay asset
CRT overlay assets in development
DEADSTOCK — atmospheric vignette development asset
Atmospheric post-process material

Truth: The packaged sprint build passed the bounded R14p visual criterion: an independent reviewer could identify the VHS cassette in the actual packaged pixels. This is not blanket product or release acceptance.

SALVAGE CREW ● PERCEPTUAL ACCEPT
Unreal 5.8.2 · Two-Player Co-op · PC

Two players. One derelict. Everything trying to kill you.

Premium two-player cooperative industrial salvage and disaster simulation. You and a partner crew a cramped salvage tug. Ahead: a derelict wreck with a high-value salvage core. Dock. Tether. Get power back. Manage coolant before the pressure goes. Cycle the airlock. Pull the core with the winch. Get out before the cascade.

DOCK & TETHERPhysical docking and tether systems. Hull stress is real. One player manages approach.
SYSTEMSPower breakers. Coolant pressure. Each needs attention or you lose the run.
AIRLOCKCycle the airlock. Suit up properly. Rushing gets people killed.
SALVAGEFind the core. Work the winch. Cascade failures escalate if you take too long.
R14 independent review · ACCEPT BuildCookRun + UnrealPak · PASS Unreal 5.8.2 22 original audio assets

Truth: The sprint repair closed with independent criterion-specific perceptual acceptance. Package/capture succeeded and the five reviewed visual obligations were accepted. This does not claim broader commercial or public-release acceptance.

03THE METHOD

Build fast. Test publicly.
Expand what players prove they want.

LUDOGENESIS is not a game studio pretending to have AI tools. It is an AI-native production system learning to produce commercial-quality games at a speed that makes public market testing viable before major resource commitment.

  1. 01Commission

    A human defines the experience, constraints, and ambition. The foundry turns that into a machine-operable Game Contract with explicit acceptance criteria.

  2. 02Parallel production

    Specialized production lanes run simultaneously — gameplay, audio, visual, testing, repair — coordinated by the foundry without manual handoffs for every task.

  3. 03Deterministic acceptance

    A slice advances only when real automated tests against a real game engine pass. 195 passing assertions is not a claim about quality — it is evidence of functionality.

  4. 04Bounded repair

    Failures don't disappear into a backlog. They get isolated, bounded, repaired, and re-reviewed. Salvage Crew's sprint failures closed with fresh package/capture evidence and independent perceptual acceptance.

  5. 05Public market test

    Instead of committing years to a game that might not find an audience, slices go public first. Player response decides what earns expansion into a full release.

  6. 06Honest record

    Every claim on this site is backed by a build, a test, or an independent review. When something fails, we preserve it. The completed 48-hour sprint remains an inspectable record rather than a permanent “live” banner.

PRIOR PROOF

This isn't the first game. It's the sixth maturity level.

Blackout Protocol — a complete small game with menu, four authored facility sections, win/loss/retry, settings, and accessibility — was independently accepted and publicly released on itch.io. The foundry earned that before this sprint started.

Play Blackout Protocol on itch.io ↗
L6Highest earned maturity
G0–G7Earned capability gates
3Games in completed sprint
62Original audio assets this sprint
ARCWHERE THIS FITS

The three-game sprint is now a completed foundry stress test.

Three distinct games, three isolated production lanes, one constraint: no fabrication. The sprint is complete; current program truth and the next requalification packet live in the public roadmap.

FOUNDATIONG0–G7

Capability foundation

Eight gates earned. The machinery exists and has been independently verified.

PRIOR RELEASEL6

Blackout Protocol

Full small game: independently accepted, publicly released, itch.io live.

SPRINT RECORD48H

Parallel three-game foundry

DEADSTOCK, SALVAGE CREW, and BOTTOM BARON reached bounded sprint acceptance evidence.

YOU ARE HERER006

Modern requalification

Requalify real games against the current foundry stack, multi-engine truth, rigs, audio, and measured playtest telemetry.

05PLAYTEST ACCESS

Be in the first playtest wave.

Founder access reserves priority in future external playtest waves for the sprint games and later foundry releases. Your response — what is compelling, what breaks, what deserves expansion — feeds the next production decisions.

Founder's Queue early access passACCESS / 01

Founder's Queue

$49 one-time

  • Priority queue for future external playtests
  • Foundry build updates
  • Access to the development log
Reserve Queue Pass ↗
LUDOGENESIS Founding PatronACCESS / 03

Founding Patron

$499 one-time

  • Top-priority queue across all current and future slices
  • Two beta builds per slice
  • Direct developer feedback call
  • Name on the founding supporters list
Become a Founding Patron ↗

Founder access is a service and support purchase, not equity, ownership, or an investment. Builds are released only when they pass acceptance gates — not on a fixed calendar schedule.

SUPSUPPORT LUDOGENESIS

Back the foundry. No fake investment pitch.

If you want to fund more experiments, builds, tooling, and public evidence, you can choose a one-time amount through Stripe. This is voluntary support, not equity, ownership, an investment, or a promise of access or services.

PAY WHAT YOU WANT

One-time support through Stripe.

$1 minimum. $25 suggested. You choose the amount on Stripe's hosted checkout.

Support LUDOGENESIS ↗

Support does not provide equity, ownership, investment interest, founder-access entitlement, or a guaranteed product or service.

Builder at work
06FOUNDER / HUMAN IN THE LOOP

Building the foundry in public.

Ryan Hoffman is the founder and visible human behind LUDOGENESIS. The three-game sprint was a real test of whether an AI-native production system could run genuine parallel game production under a hard deadline. The sprint is over; the evidence, failures, repairs, and next requalification work stay public.

Current bet
A foundry that compounds evidence and reusable production capability can improve faster than one that keeps rebuilding the same proof
Method
Commission → Contract → Parallel produce → Evidence → Public test → Expand what works
Standard
No claim survives unless it has a build, a test, or an independent review behind it
07PROGRAM ROADMAP

From rebaseline to long-horizon foundry.

Eighteen phases. Two different truths: implementation progress and independently earned capability gates. The full ledger is always public — because conflating progress with proof would be convenient and wrong.

FULL PROGRAM LEDGER

History, current state, and every phase through G17.

Explore the full roadmap ↗
08FOLLOW THE FOUNDRY

Follow what the foundry does next.

Updates on X, devlog videos on YouTube, visual fragments on Instagram, and technical artifacts on GitHub. The 48-hour sprint is complete; the next work is modern requalification and deeper multi-engine proof.

DIRECT CONTACThello@ludogenesis.com