Iron Graves Devlog & Transmission Archive

OPERATOR TRANSMISSION ARCHIVE // DEVLOG & SYSTEM INTEL

PRIMARY MISSION DIRECTIVE // STEAM WISHLIST

JOIN THE SALVAGE EXPEDITION ON STEAM

Iron Graves is the spiritual 3D evolution of tactical drone horror and derelict ship salvage. Wishlist now on Steam to receive mission alerts, playtest invites, and technical transmission dispatches!

+ WISHLIST ON STEAM
TRANSMISSION #004 // OCTOBER 19, 2026
LATEST TRANSMISSION DEVLOG #4 ALIEN AI SENSORY HORROR GODOT 4

Void Ecology: Designing Alien Predators & Sensory Stalking AI in Godot 4

In space, hunger has no eyes. In this transmission, we explore how extraterrestrial predators perceive the dark through acoustic sound propagation, photophobia, and ceiling duct navigation in Godot 4 — and how operators use airlocks and electrical short-circuits to survive without weapons.

TRANSMISSION #003 // OCTOBER 12, 2026
DEVLOG #3 DRONE ENGINEERING GODOT 4 PERMADEATH & TACTICS

Tactical Drone Engineering: Modular Scavengers, Sensor Arrays & Permadeath Risk in Full 3D

In tactical survival horror, your drones are your eyes, ears, and weapons. In this transmission, we explore our modular chassis socket architecture in Godot 4: power budgets, acoustic sonar reconnaissance, hard-lock signal recovery, and the high-stakes permadeath attrition that defines every derelict expedition.

TRANSMISSION #002 // OCTOBER 5, 2026
DEVLOG #2 PROCEDURAL GENERATION GODOT 4 HAZARDS & NETWORKS

Procedural Derelict Ship Generation & Hazard Networks in Godot 4

Generating believable, pitch-black space wrecks requires more than random room layout boxes. In this transmission, we explore our multi-layered procedural ship generation system in Godot 4: simulated power grids, electrical short circuits, explosive atmospheric venting, and 3D sensory pathfinding for predators stalking in the vents.

TRANSMISSION #001 // SEPTEMBER 28, 2026
DEVLOG #1 DUSKERS INSPIRATION GODOT 4 TACTICAL HORROR

Games Like Duskers: Why We're Bringing Tactical Drone Horror into Full 3D

If you ever spent late nights staring at a neon-green schematic terminal, listening to the creak of collapsing bulkheads while frantically typing commands into an operator console, you know that Duskers wasn't just a game — it was a masterclass in psychological tension. Here is why we are taking that tactile dread into full volumetric 3D in Godot 4.