2026-10-12 · AFTERSHOCK

Safer saves, teammates that stop getting in the way, and swords drawn the right way round

A round of code that compiles but has not been played. Saves are now written safely, computer-controlled teammates stop pinning the human player, sword swings are drawn on the correct side, and a first reading of a native build mode ran faster than the old one.

This round was building, not playing. Everything below compiles, including in the real Unity editor, but none of it has been run, so it is "built and checked by reading", not "tested".

A native build and a frame-time meter

The game now builds in Unity's compiled-to-native mode, cleanly and in about ten minutes, and a frame-time meter inside the game lets speed be measured in the real player. A first reading on an ordinary desktop processor, with other programs running, put drawing a frame at roughly 17 to 33 ms in the native build against 25 to 57 ms in the old one. A steady 60 frames a second needs 16.7 ms, so it is still over budget.

The picture is built on the processor one pixel at a time, so the biggest steps were split across several cores. A separate reviewer read each rewrite against the original and found none that changes a pixel. Real frames have not been compared, so it is not called faster until it is measured.

Saves

Saves are now files, written safely: a new save is written beside the old one and swapped in, with a backup and a checksum so a damaged file is spotted. If a save cannot be read the game says so instead of quietly starting fresh, and a failed write is retried and shown on screen. Review caught several ways this could have gone wrong before the merge: a failed write that would have been silent, one kind of failed swap that could have deleted the newest save, and two copies of the game overwriting each other's saves.

Teammates that play like experts

Computer-controlled squadmates used to get in the way. The shared camera held every player to one screen, so a teammate stuck behind a wall could pin a human player at the edge and stop them going west. Now the camera only answers to human players, a teammate who falls behind is brought back, teammates follow the path the human actually walked, look before they jump, and can revive a downed player. They no longer take weapon prompts or upgrade pods, or make enemies tougher.

Early numbers on one level (four minutes, three teammates):

old behaviournew
fell into hazards5911
pulled back to the player122

A later round changed this further and has not been measured.

Sword swings

Some melee slashes were drawn backwards. Swings made while facing left appeared on the wrong side of the character, the backhand did not sweep the other way, and the sword in the light combo was upside-down compared with the arm holding it. All three are fixed in code and not yet seen.

Honest numbers

The scorecard of how much of the game is proven identical to the web version stays at 59.7 percent, because nothing was run. The original web version is no longer on the machine, so the Unity version is the reference from here on, and the web-based part of that score cannot rise past 75.