Development timeline

Every important change, recorded in order.

This timeline documents when ideas appeared, when projects changed direction, what was built, and why each milestone mattered.

10 timeline recordsPublic summaries grounded in the dated project archive

Vertical archive

From organized concepts to public milestones.

The timeline follows development downward. Dates come from your project records, while each card presents only the information suitable for a public technology archive.

February 42026
CentriVoidArchive milestone · CV-001

The CentriVoid project archive is established

A dedicated project space begins organizing the universe, story structure, gameplay systems, shard concepts, and future competitive ideas as one long-term game project.

WHY IT MATTEREDTurned a large collection of ideas into a project with a traceable development history.
Archived sourceDated milestonePublic summary
March 312026
CentriVoidStory architecture · CV-002

The eye of the storm becomes the central arena

The storyline defines a squad trapped inside a cosmic storm. A shattered crystal sits at its center, while the storm carries the arena through corrupted systems whose enemies, hazards, and visual identity change around the players in real time.

WHY IT MATTEREDConnected the setting, the shard hunt, the shifting arena, the bosses, and the escape objective into one continuous story.
Archived sourceDated milestonePublic summary
April 62026
CentriVoidGameplay structure · CV-003

The core-system phase is documented

The project separates its major gameplay systems into a structured development phase and begins recording how cooperative survival, progression, encounters, and future competitive modes fit together.

WHY IT MATTEREDCreated a clearer path from worldbuilding toward mechanics that could eventually be prototyped and tested.
Archived sourceDated milestonePublic summary
April 72026
CentriVoidWorld-system milestone · CV-004

Thirteen shard identities become a complete set

Void, Solar, Ice, Energy, Storm, Gravity, Toxic, Crystal, Inferno, Tech, Corruption, Time, and Abyss receive distinct identities that can influence enemies, hazards, atmosphere, and player strategy.

WHY IT MATTEREDGave every major section of the universe its own gameplay and horror direction instead of only a different visual theme.
Archived sourceDated milestonePublic summary
June 19–212026
Hollow SignalsSystems research · HS-001

Weapons and ballistics move into structured data

Weapon behavior is organized around ammunition types, energy, distance, air conditions, and material penetration. Separate equipment records begin defining how combat gear can support the larger tactical design.

WHY IT MATTEREDMoved combat balancing from general ideas toward measurable values that can be compared, adjusted, and tested.
Archived sourceDated milestonePublic summary
Mid-year2026
Hollow SignalsPrototype direction · HS-002

Information warfare defines the match experience

The concept develops around 6v6 search-and-destroy rounds with no respawns, night combat, limited visibility, signal ghosts, deliberate teamwork, and decisions based on incomplete information.

WHY IT MATTEREDEstablished the project’s main identity: players must manage what they know, not only how accurately they shoot.
Archived sourceDated milestonePublic summary
August 92026
CentriVoidExpansion planning · CV-005

Competitive map planning receives its own archive

A dedicated PvP map area is added so competitive spaces can be explored without mixing them into the main cooperative story documentation.

WHY IT MATTEREDProtected the story campaign’s identity while leaving room for a separate competitive experience after the core game is established.
Archived sourceDated milestonePublic summary
August 242026
Creator ArchivePlatform milestone · WEB-001

The public technology homepage goes live

The first public version is connected through GitHub and deployed online, creating a home for projects, ideas, development history, and future community discussions under the KillerReaper identity.

WHY IT MATTEREDMade the creator journey shareable while keeping the original working documents separate from the public presentation.
Archived sourceDated milestonePublic summary
August 262026
Creator ArchiveArchive expansion · WEB-002

The timeline becomes evidence-led

The timeline is expanded from broad example entries into dated public summaries based on the real project archive, while unreleased files and sensitive details remain private.

WHY IT MATTEREDMade the public history more useful and believable without publishing every private design document.
Archived sourceDated milestonePublic summary
CurrentOngoing
All projectsLiving record · NEXT

The next entry has not happened yet

New records will be added whenever a project reaches a milestone, changes direction, produces a prototype, or reveals an important lesson.

WHY IT MATTEREDThe timeline remains open and continues growing with the work.
Archived sourceDated milestonePublic summary

What each entry preserves

More than a date and title.

A useful history explains what actually happened. Each full entry can connect the visible timeline to deeper private or public records.

01Original state

What the project or idea looked like before the change.

02Decision

What changed and the reason behind that decision.

03Result

What the update created, solved, or made possible.

04Evidence

Connected notes, images, files, prototypes, or code history.

IDEAFirst record
CHANGEDecision history
PROJECTCurrent form

Connected history

The timeline links every stage together.

An idea can begin in the Ideas archive, appear here when it changes, and later connect to a full project page. This keeps the original thought and the current version from becoming separated.

Explore the Ideas archive →

Public record, private source

Your history can be visible without exposing every working file.

The website shows selected summaries. Full design documents, raw research, prototypes, and unreleased details can remain private, with Supabase later managing which records visitors may see.

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