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Devlog

Devlog 06: Night shifts

· Veenlicht Interactive

Storms do not wait for daylight. In 0.9.3 the night becomes its own phase, with its own rules.

Most of the dangerous moments in Polderfall happen after dark. Until now the night was just the day with a blue filter. In 0.9.3 it slows crews down, shortens how far you can see along the line, and makes every lantern matter.

Shifts and fatigue

Each crew now works in shifts. Keep a crew on the dike too long and its fatigue climbs: it walks slower, places sandbags less carefully and is more likely to miss a weak spot. Rotating crews costs time, but it keeps the line honest.

Lantern crews

A new crew type carries lanterns and walks patrol routes you draw. Wherever they pass, you get a fresh reading of segment saturation. Without them you are guessing — and guessing is how polders flood.

We also reworked the ambient audio for nights: wind, rain on reed, distant pump engines. Put headphones on.