Phase 01
First playable
The room where it started
The earliest Cascade Failure build proved the core loop: first-person movement, aiming, interaction, dialogue, weapons, health and a working interface inside a hand-built 3D renderer. That technology evolved into the PIP Core engine. The geometry was deliberately primitive; the important result was that the game existed and could be played.
Phase 02
Systems
A game begins to form
Saving, companion selection, doors, inventory, weapon hotkeys, ambient NPC dialogue and the wrist-mounted PID Companion were layered onto the prototype. The PID became Cascade Failure’s own diegetic interface and targeting assistant rather than an imitation of another game’s device.
Phase 03
World building
The vault editor becomes a game of its own
A grid editor grew into a modular world-building tool with exterior terrain, vault entrances, automatic floors and walls, interior partitions, room zones, furniture placement, NPC occupations, 3D walkthroughs and a dedicated development vault. The long-term goal is to let players construct and inhabit multiple vaults across the wasteland.
Phase 04
Characters
Replacing primitives with performers
Characters moved from assembled shapes to higher-density humanoid meshes. A common skeleton and animation contract now supports walking, running, combat tests, inverse kinematics, equipment sockets and future facial animation. The current Jessica runtime stands at a verified 1.65 metres and retains its animation data inside the editor.
Phase 05
Equipment
Clothing and machinery
Reusable clothing was developed as real removable geometry, not painted-on colour. Lab-coat tailoring led into fitted vault suits and layered armour. In parallel, powered armour evolved from a rough silhouette into a full industrial machine built around an internal frame and removable protective sections.
Now
Integration
Bringing the pieces together
The present work centres on integrating the higher-fidelity animated cast into the Map Builder, improving environmental terrain and preparing a clean asset pipeline that can eventually target macOS, SteamOS/Linux and Windows. Cascade Failure remains in active development; everything shown here is work in progress.