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Shadow Raid Dev Update #1 — Foundation, Lore & First Tutorial

13 hours of solo dev grind. Eight major systems shipped in a single day. One vertical shooter taking shape. Here's what happened.

The Project

For those just joining — Shadow Raid is my second mobile game, currently in development under the Alastis Dev banner. It's a vertical shooter inspired by classics like River Raid and modern hits like Sky Force. Top-down, touch controls, dark sci-fi aesthetic, four-act campaign.

And it's coming to Google Play later this year — alongside Shadow Blocks (which launched last week and you can grab on the Play Store right now).

Today's Shipping List

One day. Eight systems. Here's the breakdown:

// SHIPPED
HUD POLISH
HP bar, fuel meter with critical pulse, score, coins. All icons and proportions finalized.
// SHIPPED
GAME OVER SCREEN
Three-star scoring, 5-tier system, high score persistence, replay & menu buttons with hover states.
// SHIPPED
LORE DOCUMENT
Full story bible. Four acts. Plot twist designed. Character arcs mapped. Ready for narrative beats.
// SHIPPED
BRIEFING SYSTEM
Separate room, portrait + dialog cloud + typewriter text. Save flag — seen once, skipped automatically next run.
// SHIPPED
PARALLAX REFACTOR
One background object. Per-room configuration. Slow contemplative menu, fast adrenaline gameplay. Same code.
// SHIPPED
TUTORIAL FOUNDATION
Eight-step interactive tutorial. Manager + popup architecture. Pause guards across six game objects.
// SHIPPED
CHARACTER PORTRAITS
Five hand-designed faces. Old Captain, Krev, Cyber, Vex, Pilot. With one subtle visual easter egg.
// SHIPPED
VERSION CONTROL
Git initialized. GitHub private repo. 618 files backed up. No more "what if my SSD dies?" anxiety.

The Story I'm Telling

Here's where it gets interesting. Shadow Raid isn't a story-light arcade game. It's structured around four acts with a plot twist I've been quietly designing for weeks.

The setup: You're a recruit. An old captain — battle-scarred, cyber-eye, military medals — recruits you into the Black Ops Consortium. He's neutral, professional, almost fatherly. He sends you on missions across the galaxy.

Act 1 — The Pirate

Captain Krev. Pirate cyborg. Well-armed, missile-equipped, dangerous. But not the hardest fight you'll face.

Act 2 — The Cyber Boss

Weak alone. But his fleet support is massive. Multiple ship levels, escort waves, defensive armada. The boss isn't the challenge — surviving long enough to reach him is.

Act 3 — The Alien Empire

Vex. Hidden behind an asteroid belt. UFO drone swarms. Narrow corridors. Pure skill check. Pure agility. Pure focus.

Act 4 — The Captain

Yes. That captain. The one who recruited you. He removes his mask in the final mission and the truth comes out — he was the most powerful enemy from the very start. Every boss before him tried to warn you. You didn't listen.

It's a Code Name Viper-style reveal, executed through subtle visual storytelling rather than exposition. Players will see things, sense things, but never quite be sure — until the mask comes off.

The Tech Behind the Day

Solo indie dev means making smart choices. Same stack as Shadow Blocks:

What Almost Killed The Day

The Tutorial Loop Bug

Around 8pm I hit a wall. The tutorial manager was being created in an infinite loop — 15 instances, all trying to pause the game simultaneously. Game frozen. Console flooding with debug messages.

The cause? A copy-paste mistake. The Alarm 0 event had Create event code pasted into it, including the line that resets Alarm 0. Recursive infinite loop. Five minutes to find, one line to fix. Welcome to programming.

The Brain Wall

Thirteen hours is a lot. Around hour 10, my autistic brain hit serious diminishing returns. Typos in code. Missing punctuation. Slower problem-solving. Knowing when to stop is a skill. Tomorrow the tutorial gets finished — with a fresh mind, in 30 minutes.

What's Next

Tomorrow's roadmap is short and clear:

Release target for v1.0 is still being calibrated, but the goal is clear — release Shadow Raid v1.0 on Google Play with four full acts, polished gameplay, and a story that makes you want to replay.

Why I'm Doing This

Indie game development is brutal. I'm a solo developer working from Sunderland, UK, juggling depression, autistic burnout, and parenting two amazing autistic boys. There's no team. There's no investor. There's just me, my MacBook Air, and a stubborn belief that if smaller studios can ship games, so can one person with a laptop and good tools.

But every system that ships, every line of code that compiles, every portrait that comes to life — that's a small win. And small wins compound.

If you want to follow the journey — Shadow Blocks is on Google Play right now, and Shadow Raid updates will keep landing here every few days. Indie devs survive on community.

More updates soon.


PLAY SHADOW BLOCKS
My first mobile game. 80 levels. 8 biomes. Free on Google Play.
▶ DOWNLOAD NOW