Loot & Logic prototype research
Loot & Logic is being developed through small experiments designed to answer one risk at a time. The work so far is evidence for continuing the concept, not evidence that the game is close to release.
Technical spike
The first spike asked whether a lightweight browser implementation could support the intended world structure without prematurely adopting a desktop shell, Rust/WASM, a rendering framework, or networking library.
The spike demonstrated:
- deterministic chunk generation from a seed, coordinates, and generator version;
- a limited active area around the player;
- separation between generated overworld terrain and authored rooms;
- returning from a dungeon to the exact entrance used;
- serializable commands applied to authoritative state; and
- versioned save data with generated terrain separated from player changes.
An early performance problem initially made the browser approach appear too slow. Profiling found repeated full chunk generation inside per-tile drawing. Generating each visible chunk once reduced the measured Node-side preparation cost by roughly 107× in the recorded benchmark. The conclusion was to remain browser-first until measured requirements justify another platform.
Integrated MVP
The current MVP connects the previously isolated experiments into one playable session:
base → generated overworld → first dungeon → return to base
→ produce a tool → second dungeon → return and complete
Automated tests verify phase ordering, world transitions, exact entrance returns, resource transfer, production, tool use, input mapping, and session completion. They establish that the systems connect correctly; they cannot show whether the game is understandable or enjoyable.
The implementation uses placeholder, code-generated visuals. Menus, remappable keyboard controls, objective guidance, persistent inventory display, and a walkable base exist to support testing rather than represent final UI or art.
Round 1 playtest
The first observed child session on 14 August 2026 produced a continue decision. Initially, the prototype read as one basic Minecraft-like tile game. After the base, overworld, and dungeon roles were explained, the combined concept became clear and received positive feedback.
That result supports another iteration, but it also identifies the immediate risk: the game does not yet communicate its structure independently.
Next research question
The next pass focuses on visual identity and comprehension rather than adding more systems. A second trial should test whether players can recognise:
- the base as a place for building, processing, and preparation;
- the overworld as a changing exploration space;
- dungeons as authored, dangerous infiltration spaces; and
- loot and automation as preparation for later attempts.
Multiplayer follows that communication pass. It remains an architectural constraint, but networking the current prototype before its core spaces are self-explanatory would produce less useful evidence.
Deliberately unresolved
The research has not yet established final art direction, production engine, commercial scope, content volume, networking model, long-session retention, accessibility coverage, monetisation, or release readiness. Those decisions should follow evidence rather than be inferred from this small MVP.