<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
  xmlns:dc="http://purl.org/dc/elements/1.1/"
  xmlns:atom="http://www.w3.org/2005/Atom">
  <channel>
    <title>Cathode Ray Games — Transmissions</title>
    <link>https://cathoderaygames.com/blog</link>
    <description>Devlogs, build updates, and signals from inside the Cathode Ray Games system.</description>
    <language>en-us</language>
    <lastBuildDate>Tue, 16 Jun 2026 14:21:01 GMT</lastBuildDate>
    <atom:link href="https://cathoderaygames.com/rss.xml" rel="self" type="application/rss+xml" />
    <item>
      <title>FRAGGED Playable Build Is Live - Mastery, Planet Gimmicks, Revolutions</title>
      <link>https://cathoderaygames.com/blog/2026-06-10-fragged-playable-build-live</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-06-10-fragged-playable-build-live</guid>
      <pubDate>Wed, 10 Jun 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Three and a half weeks after the announcement, FRAGGED's systems milestone is complete - and the build is live at <strong>fragged.cathoderaygames.com</strong>. Phone strongly recommended (it's a dual-stick game; your thumbs are the controllers), desktop WASD+mouse works for the curious.</p>
<p>What landed in the final systems push:</p>
<ul>
<li><strong>Gun mastery.</strong> Every kill is credited to the exact gun that scored it. 150 kills ranks a weapon Silver (+10% damage), 500 makes it Gold (+20%). It's the old-school system done honestly: no shortcuts, no purchase button, just a kill counter on every card in the Armory.</li>
<li><strong>Planet gimmicks.</strong> Each world now fights differently. Dustline-7 is wall-to-wall explosive barrels. Refinery ZK-9 hides a <strong>temporal spire</strong> - touch it and every machine on the map drops to half speed for ten seconds. Cinder Maw's ancient <strong>allied turrets</strong> still recognize R.U.S.T. as hostile, and they hold a grudge.</li>
<li><strong>Revolutions.</strong> Survive 15 waves and the run rolls into a new Revolution: the banner drops, R.U.S.T. escalates hard (+45% health, +30% damage on top of normal scaling), and the wave counter resets inside the bigger structure. How many revolutions can you bank ore through? That's the leaderboard question we're building toward.</li>
</ul>
<p>Where it stands: the loop is deep - islands, extraction holds, six weapon classes with dual-carry, visible armor sets, XP, Smartillery, mastery, three planets with their own rules. What's next is the part we care about most: a full element-by-element polish pass. Character art with proper gun-handling poses, an Armory that shows you the actual weapons instead of describing them, and a UI worthy of a 2026 Android flagship.</p>
<p>Go scrap some robots. The Boomite isn't going to mine itself - that's what the robots were for, and look how that turned out.</p>
]]></description>
      <category>announcement</category>
      <category>devlog</category>
      <category>fragged</category>
      <enclosure url="https://cathoderaygames.com/images/games/fragged-cover.png" type="image/webp" />
    </item>
    <item>
      <title>Announcing CHECKSUM - Prove You&apos;re Human</title>
      <link>https://cathoderaygames.com/blog/2026-06-09-checksum-announcement</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-06-09-checksum-announcement</guid>
      <pubDate>Tue, 09 Jun 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>There's one place where every ordinary person already fights the AI-vs-human war, every single day, without thinking about it: the captcha. Click the checkbox. Pick the traffic lights. Prove you're not a robot.</p>
<p>Nobody ever made <em>that</em> the game. So we did.</p>
<p><strong>CHECKSUM</strong> is game four in the Cathode Ray universe, and it opens with a lie: a pixel-perfect, mind-numbingly normal "Security check" page. Verify you are human. Takes about two minutes. You've seen it a thousand times.</p>
<p>Then the checkbox dodges your finger.</p>
<p>The verifier is called <strong>PROCTOR</strong>. It has processed four billion sessions. It has flagged a crying child as a robot and logged the tears as anomalous moisture. And you - you are the first session to hold its attention. The tests come fast: trace the signature, tap with a human heartbeat, hold for <em>exactly</em> three seconds, do not touch the screen no matter what it offers you, hold two nodes at once - that last one is genuinely impossible with a mouse, which is the point.</p>
<p><strong>Phone exclusive, by design.</strong> Your finger is the character. Desktop gets a locked door.</p>
<p>Three attempts. Lose them all and you're classified: <strong>BOT</strong>. The insult is the retry button. And the deeper you get, the less the page bothers pretending - clean corporate white rotting into full cathode-ray phosphor as PROCTOR comes apart between tests.</p>
<p>Terminal.exe taught you to fight the surveillance system. NOISE_FLOOR put you up against the classifier. SEGFAULT broke the predictor. CHECKSUM hands the machine the one power it always wanted: deciding what counts as human.</p>
<p>Rolling out at <strong>checksum.cathoderaygames.com</strong>. Waitlist is open on the <a href="/games/checksum">game page</a> - waitlist gets new verification tests first.</p>
<p>Prove you're human. PROCTOR is waiting. PROCTOR is always waiting.</p>
]]></description>
      <category>announcement</category>
      <category>checksum</category>
      <enclosure url="https://cathoderaygames.com/images/games/checksum-cover.png" type="image/webp" />
    </item>
    <item>
      <title>Devlog #25 - How CHECKSUM Went From Idea to Playable Slice</title>
      <link>https://cathoderaygames.com/blog/2026-06-09-checksum-build-notes</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-06-09-checksum-build-notes</guid>
      <pubDate>Tue, 09 Jun 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>CHECKSUM went from concept to playable vertical slice fast, and the build has a few decisions worth writing down.</p>
<p><strong>One variable runs the whole look.</strong> The entire art direction - corporate-clean captcha page to cathode-ray phosphor hell - is driven by a single CSS custom property, <code>--corruption</code>, interpolating every color, radius, and effect through <code>color-mix()</code>. Difficulty isn't a number in a corner. It's the room changing around you.</p>
<p><strong>Ten tests, one contract.</strong> Every verification test is a self-contained component speaking the same tiny interface: here's your difficulty, here's your seed, call back with a verdict. The registry handles level gating and anti-repeat serving. Adding test eleven is an afternoon, not a refactor.</p>
<p><strong>Zero audio files.</strong> Every sound is synthesized at runtime with WebAudio - same philosophy as SEGFAULT's synth layer. The whole game ships at ~71 KB gzipped. The heartbeat test pairs synthesized thumps with haptic pulses, then takes both away and asks you to keep the tempo in your body.</p>
<p><strong>Touch-only honesty.</strong> The dodging checkbox needed different logic for fingers than mice - there's no hover on glass, so the box has to escape the tap itself. The two-thumb test is our favorite kind of design constraint: a mechanic that makes the platform exclusivity <em>true</em> instead of marketing.</p>
<p><strong>The port was taken.</strong> Deploy day surprise: our CI/CD guard refused to launch because something unidentified was already squatting on the port we'd reserved. The guard did exactly what it was built to do - refuse to evict a stranger - dumped a full port audit, and CHECKSUM moved house. Infrastructure lesson #112: the map is not the territory, audit the territory.</p>
<p>Ten tests are live in the slice. PROCTOR has twenty-four scripted things to say and we're not spoiling any of them. Waitlist is on the <a href="/games/checksum">game page</a>.</p>
]]></description>
      <category>devlog</category>
      <category>checksum</category>

    </item>
    <item>
      <title>Devlog #3 - Armor You Can See, XP You Can Feel, and a Pocket Nuke</title>
      <link>https://cathoderaygames.com/blog/2026-06-06-fragged-progression-systems</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-06-06-fragged-progression-systems</guid>
      <pubDate>Sat, 06 Jun 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Shooter's done being a tech demo. This week it became an RPG that happens to be made of explosions.</p>
<p><strong>Armor with a face.</strong> Three slots - head, torso, legs - across six sets, from the free SCRAP RIG to the endgame INFERNO. Pieces give percentage defense, attack, and speed; wearing a full matching set adds +10% to everything. And it all <em>shows</em>: torso plates recolor your bro, set trim glows across the chest, head pieces range from an open combat visor to a fully sealed helm with a glowing slit. The Juggernaut set makes you slower and you can tell just by looking at the silhouette. That's the bar.</p>
<p><strong>Character levels.</strong> Kills pay XP scaled by how dangerous the unit was and how deep the wave is. Levels raise your base health and gate the equipment list - the quad-barrel rotary rifle is a level 6 purchase, the planet-cracker rocket is level 10. The Armory shows REQ LV right on the card so you always know what you're grinding toward.</p>
<p><strong>Smartillery.</strong> One consumable type equipped per drop, triggered with its own button mid-fight: a Patch Kit that restores 60% health, an Overdrive stim (+60% damage for ten loud seconds), and the Frag Nuke, which is exactly what it sounds like and leaves exactly the crater you'd hope.</p>
<p>Economy note: perfect waves - clearing without taking a hit - now stack a +5% Boomite bonus, up to +50%. Greed and discipline, finally married.</p>
<p>One more systems week to go (gun mastery, planet gimmicks, long-run structure), and then the whole thing goes under the polish knife.</p>
]]></description>
      <category>devlog</category>
      <category>fragged</category>

    </item>
    <item>
      <title>Devlog #24 - SEGFAULT Rebuilds Combat Around the Turing Trap</title>
      <link>https://cathoderaygames.com/blog/2026-06-03-segfault-turing-trap-sprint</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-06-03-segfault-turing-trap-sprint</guid>
      <pubDate>Wed, 03 Jun 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>The biggest SEGFAULT sprint since the engine came online, and it started with an admission: the combat was Mario wearing our clothes. So we tore it out and rebuilt it around the thing SEGFAULT is actually about - <strong>the Turing Trap</strong>. You don't win by jumping on heads. You win by being unpredictable in ways a predictor can't price in.</p>
<p>The ground was prepped in late May with a camera and era-rendering cleanup - ghost rectangles killed, reliable Y-framing, sky actually visible above the horizon. Then the sprint proper landed between May 31 and June 3:</p>
<ul>
<li><strong>Per-world Turing Trap mechanics.</strong> All ten worlds now have distinct combat identities - ten different ways the predictor tries to read you, ten different ways to break its confidence.</li>
<li><strong>Bespoke backgrounds for every world.</strong> Water, jungle, fire, sky, ice, desert, toxic, void, and AI all got hand-tuned visual identities. Then we went further: ripped out the safe 8-bit fallback and committed to <strong>cinematic full-res worlds</strong>.</li>
<li><strong>The Glitch as slow poison.</strong> Locked the timeline to the PS5 era and rebuilt the corruption arc as a jolly-to-dystopian slide. It doesn't jump-scare you. It seeps.</li>
<li><strong>One coherent UI.</strong> Modern world map, unified menu and episode select, direct-overlay HUD, juicy floating score popups with combo escalation.</li>
<li><strong>Phone-first ergonomics.</strong> Fullscreen reclaim, polished neon touch controls, camera zoom-out tuned for small screens, PWA install. SEGFAULT on a phone stopped being a port and started being a version.</li>
</ul>
<p>Ten worlds. One predictor. It still can't read a straight line - and now every world bends the line differently.</p>
]]></description>
      <category>devlog</category>
      <category>segfault</category>

    </item>
    <item>
      <title>Devlog #2 - R.U.S.T. Gets Rules, and the Bros Go Dual-Carry</title>
      <link>https://cathoderaygames.com/blog/2026-05-31-fragged-rust-roster</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-05-31-fragged-rust-roster</guid>
      <pubDate>Sun, 31 May 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Rule we set this week: <strong>no enemy ships unless it changes how you move.</strong> Bullet-sponge difficulty is how the old games padded their grind, and it's the part nobody is nostalgic for.</p>
<p>The R.U.S.T. roster so far:</p>
<ul>
<li><strong>Boom-Ticks.</strong> Small, round, hazard-striped, blinking. They sprint when they get close and detonate on contact. They also detonate when <em>anything else</em> detonates, which turns tight packs into chain-reaction physics lessons.</li>
<li><strong>Torch units.</strong> Flamethrowers with a design flaw we stole from the best: they can't rotate while hosing flame. Strafe the cone, hit them from behind for double damage. Flanking is now a verb in this game.</li>
<li><strong>Bulwarks.</strong> Tower shield welded to the front chassis. Frontal fire does a quarter damage with a very smug <em>clank</em> spark. Your bro draws its attention; you introduce its back to a shotgun.</li>
<li><strong>Extraction Wardens.</strong> Crowned, huge, and they only show up when you're trying to leave with the ore. Of course they do.</li>
</ul>
<p><strong>Dual-carry landed too.</strong> Two guns equipped, swap mid-fight with one button, holstered gun cools its heat faster than the one in your hands. Pistols make you sprint 12% faster, which makes "rocket launcher + sidearm" a legitimate escape kit. Six weapon classes now: pistol, rifle, shotgun, spread, laser, rocket.</p>
<p>And the explosive barrels are in - player-only triggers, 150 damage, chain reactions included. The first time a barrel chain took out a whole bridge of scrappers we knew the map system was paying rent.</p>
<p>Next week: making any of this <em>matter</em> between runs.</p>
]]></description>
      <category>devlog</category>
      <category>fragged</category>

    </item>
    <item>
      <title>Devlog #23 - Terminal.exe Gets the Gold-Plating Pass</title>
      <link>https://cathoderaygames.com/blog/2026-05-25-terminal-exe-gold-polish</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-05-25-terminal-exe-gold-polish</guid>
      <pubDate>Mon, 25 May 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>May was Terminal.exe's deep-clean month. The headline: <strong>zero-day core access</strong> is in - the late-game arc where the system stops pretending it can't see you and you stop pretending you're not coming for the core.</p>
<p>The unglamorous-but-vital list:</p>
<ul>
<li><strong>Full UI polish sweep.</strong> Every modal, readout, and transaction flow went through the same pass so the whole terminal speaks one visual dialect. Pure text, pure phosphor - the way a terminal game should feel.</li>
<li><strong>TerminalButton hardened.</strong> The core interactive primitive now accepts native button attributes with strict click-event typing. One component, used everywhere, finally airtight.</li>
<li><strong>Lint hardening.</strong> Strict typing all the way down. Boring on purpose. Boring means stable.</li>
<li><strong>Metadata plumbing.</strong> Resolved an edge-runtime conflict on the static icon and social-image routes that was quietly threatening link previews.</li>
</ul>
<p>None of this is a new feature you can screenshot. All of it is the difference between "indie game" and "game". Terminal.exe is live at terminal.cathoderaygames.com - go see if you can feel the polish.</p>
]]></description>
      <category>devlog</category>
      <category>terminal-exe</category>

    </item>
    <item>
      <title>Devlog #1 - FRAGGED&apos;s Islands, Bridges, and a Sprite Pipeline From Code</title>
      <link>https://cathoderaygames.com/blog/2026-05-24-fragged-islands-and-sprites</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-05-24-fragged-islands-and-sprites</guid>
      <pubDate>Sun, 24 May 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>First FRAGGED dev week, and the two scariest systems are standing: the world and the art pipeline.</p>
<p><strong>The world.</strong> Every planet generates a battlefield of rocky islands floating over a lethal void - lava, coolant, or bottomless dust, depending on where you deployed. Islands connect by rusty metal bridges, carved by a nearest-neighbor pass so every spawn point can always reach you. The void isn't decoration: it blocks movement, which means bridges are chokepoints, which means shotguns have a <em>purpose</em>.</p>
<p>Robots navigate with a flow field - a breadth-first sweep from the player's position every third of a second, so forty units can pour across bridges without a single pathfinding hitch. Watching a wave funnel single-file across a bridge into a rocket is already the best screenshot we have.</p>
<p><strong>The art.</strong> Here's the weird flex: FRAGGED currently ships zero image files. Every bro, gun, robot, rock, and barrel is drawn once at load time into sprite atlases - 3x supersampled, gradient-shaded, outlined, rim-lit - then blitted like any sprite sheet. It's the same pre-rendered pipeline the 2010-era games used, except our "Blender" is four hundred lines of canvas calls. When we want painted art later, it drops in without touching the renderer.</p>
<p>Also in: cliff edges faked with a double-pass silhouette drop (looks 3D, costs nothing), persistent scorch marks and bullet decals baked into the ground, and a camera that finally has somewhere to go.</p>
<p>Next week: making the robots interesting instead of just numerous.</p>
]]></description>
      <category>devlog</category>
      <category>fragged</category>

    </item>
    <item>
      <title>Announcing FRAGGED - Two Bros vs the Robot Bureaucracy</title>
      <link>https://cathoderaygames.com/blog/2026-05-17-fragged-announcement</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-05-17-fragged-announcement</guid>
      <pubDate>Sun, 17 May 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Every game we've shipped so far lives in the same cold war: Terminal.exe, NOISE_FLOOR, SEGFAULT, CHECKSUM - quiet, paranoid, psychological. The machine watches, classifies, predicts, verifies.</p>
<p>Game five kicks the door in.</p>
<p><strong>FRAGGED</strong> is our love letter to the golden age of "dudes with huge guns" mobile shooters - the 2010-era top-down dual-stick games we wore our thumbs out on. Two hyper-muscular brothers, <strong>Rex</strong> and <strong>Boone Frag</strong>, versus <strong>R.U.S.T.</strong> - the <em>Robotic Union for Systematic Tyranny</em> - a machine bureaucracy strip-mining the frontier for <strong>Boomite</strong>, the glowing purple ore that makes oversized weapons possible.</p>
<p>The pitch in one breath: left thumb moves, right thumb fires, robots explode into crystals, you walk over the crystals, you buy a bigger gun, repeat until the gun is the size of a vending machine.</p>
<p>But it's 2026 and nostalgia isn't a free pass, so we're fixing what those games got wrong:</p>
<ul>
<li><strong>A real companion.</strong> Whichever brother you don't pick fights beside you - flanks, soaks aggro, uses his own loadout. The old games' buddy AI famously ran into every bullet you'd just dodged. Ours won't.</li>
<li><strong>Real stakes.</strong> Ore you haven't extracted isn't yours yet. There's a beacon, a 60-second hold, and a robot army that disagrees with your retirement plan. Die unextracted and half your haul vaporizes.</li>
<li><strong>Real maps.</strong> No flat arenas. Island battlefields over lava, connected by bridges you will absolutely get cornered on.</li>
</ul>
<p>Tone check: SEGFAULT asks if the machine can predict you. FRAGGED asks how many machines fit in one rocket blast. Both are valid research questions.</p>
<p>Android-first, web build along the way. Dev logs start next week - this one's being built in the open.</p>
]]></description>
      <category>announcement</category>
      <category>fragged</category>
      <enclosure url="https://cathoderaygames.com/images/games/fragged-cover.png" type="image/webp" />
    </item>
    <item>
      <title>Devlog #22 - April Sprint Recap</title>
      <link>https://cathoderaygames.com/blog/2026-04-25-studio-sprint-wrapup</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-25-studio-sprint-wrapup</guid>
      <pubDate>Sat, 25 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>April closed with five major studio tracks aligned: platform waitlists, SEGFAULT onboarding on site, analytics independence, SQLite persistence, and regularized devlog cadence.</p>
<p>Terminal.exe, Noise Floor, and SEGFAULT now sit on one coherent publishing and operations backbone.</p>
<p>Next sprint focuses on launch sequencing, deeper game milestones, and tightening build reliability.</p>
]]></description>
      <category>devlog</category>
      <category>studio</category>
      <category>all-games</category>

    </item>
    <item>
      <title>Devlog #21 - Search and SEO Hardening</title>
      <link>https://cathoderaygames.com/blog/2026-04-23-site-seo-search-index</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-23-site-seo-search-index</guid>
      <pubDate>Thu, 23 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Search and discoverability improvements continue through automated index and sitemap generation at build time.</p>
<p>As content volume grows, this protects findability across devlogs, game pages, and updates.</p>
<p>We also tightened metadata consistency to improve preview quality across social and search surfaces.</p>
]]></description>
      <category>devlog</category>
      <category>site</category>
      <category>seo</category>

    </item>
    <item>
      <title>Devlog #20 - SEGFAULT Viewer Invasion Architecture</title>
      <link>https://cathoderaygames.com/blog/2026-04-21-segfault-multiplayer-arch</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-21-segfault-multiplayer-arch</guid>
      <pubDate>Tue, 21 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>SEGFAULT's viewer-driven invasion architecture is getting a hardening pass around validation, spawn fairness, and server resilience.</p>
<p>The design goal is asymmetry with agency, not chaos without counterplay.</p>
<p>Reliability work now will protect future creator-facing experiences.</p>
]]></description>
      <category>devlog</category>
      <category>segfault</category>
      <category>multiplayer</category>

    </item>
    <item>
      <title>Devlog #19 - Noise Floor Beta Window Planning</title>
      <link>https://cathoderaygames.com/blog/2026-04-19-noise-floor-beta-window</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-19-noise-floor-beta-window</guid>
      <pubDate>Sun, 19 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Noise Floor beta planning is underway. We are defining readiness around onboarding clarity, economy consistency, and failure-state legibility.</p>
<p>The key metric is not only retention, but quality of decision confidence under pressure.</p>
<p>Once that baseline stabilizes, external play windows can open in controlled waves.</p>
]]></description>
      <category>devlog</category>
      <category>noise-floor</category>
      <category>beta</category>

    </item>
    <item>
      <title>Devlog #18 - Terminal.exe Mobile Port Begins</title>
      <link>https://cathoderaygames.com/blog/2026-04-17-terminal-exe-mobile-port</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-17-terminal-exe-mobile-port</guid>
      <pubDate>Fri, 17 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Mobile adaptation for Terminal.exe has started with a focus on tap cadence, visual hierarchy, and reduced cognitive overload.</p>
<p>The objective is to preserve pressure and identity while respecting shorter session patterns and narrower viewports.</p>
<p>This phase is mostly UX and control-surface work before deeper platform integration.</p>
]]></description>
      <category>devlog</category>
      <category>terminal-exe</category>
      <category>mobile</category>

    </item>
    <item>
      <title>Devlog #17 - Platform Waitlists Go Live</title>
      <link>https://cathoderaygames.com/blog/2026-04-15-site-waitlist-launch</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-15-site-waitlist-launch</guid>
      <pubDate>Wed, 15 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Website-v2 now supports platform-aware waitlists. Each game can declare launch state by platform and collect signups only where needed.</p>
<p>This enables staggered rollout without confusing operators across web, Steam, and mobile channels.</p>
<p>Data is stored locally and joins the same first-party operations pipeline as forms and contact flow.</p>
]]></description>
      <category>devlog</category>
      <category>site</category>
      <category>feature</category>

    </item>
    <item>
      <title>Devlog #16 - SEGFAULT Glitch Engine Refactor</title>
      <link>https://cathoderaygames.com/blog/2026-04-13-segfault-glitch-engine</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-13-segfault-glitch-engine</guid>
      <pubDate>Mon, 13 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>SEGFAULT's glitch stack is under active refactor into modular, testable units. This makes effect orchestration safer across world-specific environments.</p>
<p>Performance is a hard gate: visual flair cannot compromise collision certainty or frame stability.</p>
<p>This work is foundational for later content velocity.</p>
]]></description>
      <category>devlog</category>
      <category>segfault</category>
      <category>engineering</category>

    </item>
    <item>
      <title>Devlog #15 - Noise Floor Stream Economy Tuning</title>
      <link>https://cathoderaygames.com/blog/2026-04-11-noise-floor-stream-economy</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-11-noise-floor-stream-economy</guid>
      <pubDate>Sat, 11 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Economy tuning in Noise Floor now better separates low-risk sustain streams from high-yield risk spikes.</p>
<p>The aim is decision clarity: operators should understand why a stream mix is dangerous before trace collapse happens.</p>
<p>We also adjusted notoriety scaling to keep late rounds threatening without becoming unreadable.</p>
]]></description>
      <category>devlog</category>
      <category>noise-floor</category>
      <category>balance</category>

    </item>
    <item>
      <title>Devlog #14 - Terminal.exe Steam Deck Prep</title>
      <link>https://cathoderaygames.com/blog/2026-04-09-terminal-exe-steam-prep</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-09-terminal-exe-steam-prep</guid>
      <pubDate>Thu, 09 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Terminal.exe platform prep focused on controller navigation and small-screen readability. We are reducing UI friction in high-frequency interaction zones.</p>
<p>The Steam Deck lens is helping expose assumptions made around pointer-heavy workflows.</p>
<p>Future passes will tune focus order and action density for longer handheld sessions.</p>
]]></description>
      <category>devlog</category>
      <category>terminal-exe</category>
      <category>steam</category>

    </item>
    <item>
      <title>Devlog #13 - First-Party Analytics Direction</title>
      <link>https://cathoderaygames.com/blog/2026-04-07-site-analytics-independence</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-07-site-analytics-independence</guid>
      <pubDate>Tue, 07 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>We are retiring third-party analytics plans in favor of a first-party route. Pageview collection will run through local APIs and persist in SQLite with hashed identifiers.</p>
<p>This keeps ownership in-house while reducing external dependency and policy complexity.</p>
<p>The dashboard goal is practical: page trends, top routes, and launch-funnel visibility.</p>
]]></description>
      <category>devlog</category>
      <category>site</category>
      <category>analytics</category>

    </item>
    <item>
      <title>Devlog #12 - SEGFAULT World Architecture</title>
      <link>https://cathoderaygames.com/blog/2026-04-05-segfault-world-building</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-05-segfault-world-building</guid>
      <pubDate>Sun, 05 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>SEGFAULT progression is now formalized into a 4x4 world-episode matrix. Each world introduces modifier families that change traversal and threat timing.</p>
<p>Current effort is making those modifiers interoperable with the core movement contract, so difficulty comes from systems interaction rather than input friction.</p>
<p>Boss gating and escalation pacing are now tracked as explicit design constraints.</p>
]]></description>
      <category>devlog</category>
      <category>segfault</category>
      <category>level-design</category>

    </item>
    <item>
      <title>Devlog #11 - Noise Floor Target Profiling Pass</title>
      <link>https://cathoderaygames.com/blog/2026-04-03-noise-floor-target-system</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-03-noise-floor-target-system</guid>
      <pubDate>Fri, 03 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Noise Floor target profiles now produce more readable pressure curves across operation phases. Confidence drift behavior has fewer confusing spikes while preserving volatility where intended.</p>
<p>We also cleaned up target handoff rhythm so round transitions feel deliberate instead of abrupt.</p>
<p>This pass improves fairness without lowering overall intensity.</p>
]]></description>
      <category>devlog</category>
      <category>noise-floor</category>
      <category>systems</category>

    </item>
    <item>
      <title>Devlog #10 - Terminal.exe Ghost Rank Iteration</title>
      <link>https://cathoderaygames.com/blog/2026-04-01-terminal-exe-prestige-loop</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-04-01-terminal-exe-prestige-loop</guid>
      <pubDate>Wed, 01 Apr 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Terminal.exe prestige tuning is focused on long-run motivation. Ghost rank rewards now better communicate what survives each burn and why the reset is worth it.</p>
<p>We tightened milestone framing around rank impact so each layer of progression feels earned and mechanically visible.</p>
<p>The target outcome: resets feel strategic, not punitive.</p>
]]></description>
      <category>devlog</category>
      <category>terminal-exe</category>
      <category>meta-progression</category>

    </item>
    <item>
      <title>Devlog #9 - Local Data Upgrade with SQLite</title>
      <link>https://cathoderaygames.com/blog/2026-03-30-backend-sqlite-upgrade</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-03-30-backend-sqlite-upgrade</guid>
      <pubDate>Mon, 30 Mar 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>We started replacing JSON-form storage with SQLite so subscriber, contact, and future waitlist data are durable and queryable without external vendors.</p>
<p>This is a key platform investment. It keeps operational data local, removes third-party dependency risk, and gives us cleaner reporting surfaces for launch workflows.</p>
<p>The migration path is designed to preserve current endpoints while switching persistence internals.</p>
]]></description>
      <category>devlog</category>
      <category>site</category>
      <category>backend</category>

    </item>
    <item>
      <title>Devlog #8 - SEGFAULT Joins the Roster</title>
      <link>https://cathoderaygames.com/blog/2026-03-28-segfault-joins-lineup</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-03-28-segfault-joins-lineup</guid>
      <pubDate>Sat, 28 Mar 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>SEGFAULT is officially game three in the Cathode Ray lineup. Its core fantasy is deterministic movement versus adaptive AI systems.</p>
<p>The current milestone is architecture stabilization: procedural arena behavior, collision reliability, and visual effect discipline under load.</p>
<p>From a studio perspective, this gives us a strong spread: one incremental command-line game, one surveillance pressure sim, and one action platformer.</p>
]]></description>
      <category>devlog</category>
      <category>segfault</category>
      <category>announcement</category>

    </item>
    <item>
      <title>Devlog #7 - Noise Floor Chaos Deck Design</title>
      <link>https://cathoderaygames.com/blog/2026-03-26-noise-floor-chaos-design</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-03-26-noise-floor-chaos-design</guid>
      <pubDate>Thu, 26 Mar 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Noise Floor's chaos packet catalog now has clearer identity by category. The goal is faster decision-making under pressure rather than over-reading card text.</p>
<p>Combo readability improved with stronger visual separation between chain-building and chain-breaking actions. This should reduce input hesitation during high-notoriety windows.</p>
<p>We are now tuning card economy against stream yield so risk feels intentional, not random.</p>
]]></description>
      <category>devlog</category>
      <category>noise-floor</category>
      <category>game-design</category>

    </item>
    <item>
      <title>Devlog #6 - Terminal.exe Beta Polish</title>
      <link>https://cathoderaygames.com/blog/2026-03-24-terminal-exe-beta-polish</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-03-24-terminal-exe-beta-polish</guid>
      <pubDate>Tue, 24 Mar 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>This cycle tightened Terminal.exe beta readability. We reduced noisy states in the core loop so trace pressure and recovery decisions are more legible at a glance.</p>
<p>Progression pacing got a second balance pass. Early momentum is faster, while mid-run scaling asks for clearer risk tradeoffs before burn timing.</p>
<p>UI polish focused on interaction cadence, especially around repeated actions and upgrade sequencing.</p>
]]></description>
      <category>devlog</category>
      <category>terminal-exe</category>
      <category>beta</category>

    </item>
    <item>
      <title>Devlog #5 - Site Goes Live</title>
      <link>https://cathoderaygames.com/blog/2026-03-22-site-launch-foundation</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-03-22-site-launch-foundation</guid>
      <pubDate>Sun, 22 Mar 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p>Today was launch-day for website-v2. The flat-file CMS is stable, content ingestion is automated, and the games index now updates from markdown without hardcoded lists.</p>
<p>The biggest win is operational speed: new posts, game pages, and updates now ship through one publishing path. That gives us cleaner iteration loops while we scale three active game tracks.</p>
<p>Next up: platform-aware rollout controls and waitlist support so each game can launch per platform on independent timing.</p>
]]></description>
      <category>devlog</category>
      <category>site</category>
      <category>launch</category>

    </item>
    <item>
      <title>Devlog #4: Story, Narrative, and Atmosphere</title>
      <link>https://cathoderaygames.com/blog/2026-03-20-story-narrative</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-03-20-story-narrative</guid>
      <pubDate>Fri, 20 Mar 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p><strong>Goal:</strong> Make the terminal feel alive and like it's narrating your heist.</p>
<ul>
<li>Added <strong>SYS_LOG</strong> with random system chatter + milestone story injections.</li>
<li>Crafted <strong>milestone story arcs</strong> in <code>src/data/storyLogs.ts</code>:
<ul>
<li>OMNICORP FINANCIAL → GLOBAL DEFENSE GRID → GODHEAD A.I. → ENDLESS MODE</li>
</ul>
</li>
<li>Implemented <strong>Terminal Stage</strong> system to visually shift the UI as operators escalate the hack.</li>
<li>Built <strong>"FBI RAID" wipe screen</strong> to reinforce the stakes of getting traced.</li>
</ul>
]]></description>
      <category>devlog</category>
      <category>terminal-exe</category>
      <category>narrative</category>
      <category>atmosphere</category>

    </item>
    <item>
      <title>Devlog #3: Ghost Network and Prestige</title>
      <link>https://cathoderaygames.com/blog/2026-03-18-ghost-network-prestige</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-03-18-ghost-network-prestige</guid>
      <pubDate>Wed, 18 Mar 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p><strong>Goal:</strong> Make resets feel powerful and thematic.</p>
<ul>
<li>Implemented <strong>Burn Drives</strong> (prestige) → grants <strong>Ghost Tokens</strong>.</li>
<li>Added <strong>Ghost Network skill tree</strong> (persistent upgrades across runs):
<ul>
<li><strong>Phantom Protocol</strong> (trace reduction)</li>
<li><strong>Sleeper Cell</strong> (node multiplier)</li>
<li><strong>Botnet Singularity</strong> (click power scaling)</li>
</ul>
</li>
<li>Added <strong>ghost passive multiplier</strong> (unspent tokens boost output) to create interesting reset decisions.</li>
</ul>
]]></description>
      <category>devlog</category>
      <category>terminal-exe</category>
      <category>prestige</category>
      <category>meta-progression</category>

    </item>
    <item>
      <title>Devlog #2: Deeper Systems</title>
      <link>https://cathoderaygames.com/blog/2026-03-16-deeper-systems</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-03-16-deeper-systems</guid>
      <pubDate>Mon, 16 Mar 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p><strong>Goal:</strong> Add meaningful progression and emergent decision-making.</p>
<ul>
<li>Implemented <strong>Nodes (T1–T4)</strong> with escalating tiers and milestone bonuses.</li>
<li>Added <strong>one-time upgrades</strong> (e.g., Mechanical Keyboard, Subnet Masking) to shape build variety.</li>
<li>Introduced <strong>Trace</strong> as a tension mechanic that naturally forces operators into prestige.</li>
<li>Built <strong>Zero-Day Exploit</strong> as a risk/reward engine: execute for big data reward + trace spike.</li>
<li>Added <strong>tier unlock gating</strong> (requires Lv 50 on previous tier nodes); gives operators mid-run goals.</li>
</ul>
]]></description>
      <category>devlog</category>
      <category>terminal-exe</category>
      <category>game-design</category>
      <category>progression</category>

    </item>
    <item>
      <title>Devlog #1: The Hack Begins</title>
      <link>https://cathoderaygames.com/blog/2026-03-14-the-hack-begins</link>
      <guid isPermaLink="true">https://cathoderaygames.com/blog/2026-03-14-the-hack-begins</guid>
      <pubDate>Sun, 15 Mar 2026 00:00:00 GMT</pubDate>
      <dc:creator>Cathode Ray Games</dc:creator>
      <description><![CDATA[<p><strong>Goal:</strong> Build a minimal cyber-punk incremental experience that feels like a living terminal.</p>
<ul>
<li>Started with <strong>Next.js</strong> (app router) + <strong>React</strong> + <strong>Zustand</strong> for state.</li>
<li>Core idea: make the operator feel like they're running a clandestine operation from a retro terminal UI.</li>
<li>Built the <strong>core loop</strong>:
<ul>
<li>Manual "EXECUTE_HACK.sh" clicks to earn <strong>data bytes</strong></li>
<li>Passive income from <strong>nodes (bots / scripts / exploits)</strong></li>
<li>A rising <strong>Trace meter</strong> that forces operators to scrub logs, balance risk, and prestige.</li>
</ul>
</li>
<li>Kept the UI intentionally minimal and CRT-styled using <strong>Tailwind</strong> + CSS utilities in <code>app/globals.css</code>.</li>
</ul>
]]></description>
      <category>devlog</category>
      <category>terminal-exe</category>
      <category>incremental</category>
      <category>cyberpunk</category>

    </item>
  </channel>
</rss>
