<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Double Edge Gaming devlog</title><description>Double Edge Gaming is a one-person indie studio from the UK building 3D PC games in Unreal Engine 5 — submarine warfare, garbage-truck empires and battleships on tank treads.</description><link>https://doubleedgegaming.com/</link><language>en-gb</language><item><title>Battle Fortress Terra: Battle Fortress Terra is rolling!</title><link>https://doubleedgegaming.com/devlog/2026-10-15-battle-fortress-terra-is-rolling/</link><guid isPermaLink="true">https://doubleedgegaming.com/devlog/2026-10-15-battle-fortress-terra-is-rolling/</guid><description>Directional shields, component damage, engine-notch throttle, true-scale cannon turrets, the first Nomad fortresses, anti-gravity arenas — and Capture mode against bots.</description><pubDate>Thu, 15 Oct 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Big week here at Double Edge Gaming! &lt;strong&gt;Battle Fortress Terra&lt;/strong&gt; is a 6v6 team arena game where you don’t drive a war machine — you &lt;em&gt;are&lt;/em&gt; one. Pick from five classes (Recon, Raider, Brawler, Siege, Carrier) across four factions (Nomads, Junkers, Imperials, Machines), build your fortress, and fight in arenas where gravity doesn’t always point down.&lt;/p&gt;
&lt;h2 id=&quot;whats-in-so-far&quot;&gt;What’s in so far&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;🛡️ &lt;strong&gt;Directional shields.&lt;/strong&gt; Push your shield power toward the incoming fire, then spread it back out when the pressure eases.&lt;/li&gt;
&lt;li&gt;💥 &lt;strong&gt;Component damage.&lt;/strong&gt; Your fortress loses parts one hit at a time, and every module on the grid matters.&lt;/li&gt;
&lt;li&gt;⚙️ &lt;strong&gt;Engine-notch throttle.&lt;/strong&gt; Tap through Reverse, Stop, ¼, ½, ¾ and Full, like a proper warship. Hover hulls can also strafe sideways.&lt;/li&gt;
&lt;li&gt;🔫 &lt;strong&gt;Cannon turrets.&lt;/strong&gt; Dual, Triple, Quad, Hexa and Octa, built at true scale and recoiling on every shot. Fire in salvos or ripple-fire down the line.&lt;/li&gt;
&lt;li&gt;🏜️ &lt;strong&gt;The first Nomad fortresses:&lt;/strong&gt; the Dune Skimmer, the Sandstrike, the Sovereign and the new hover hulls, with paint schemes and fresh combat effects.&lt;/li&gt;
&lt;li&gt;🌀 &lt;strong&gt;Anti-gravity arenas.&lt;/strong&gt; Some maps have upside-down areas, gravity meteorites and an anti-grav field ability.&lt;/li&gt;
&lt;li&gt;🏁 &lt;strong&gt;Capture mode&lt;/strong&gt; is playable against bots.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Coming next: more factions getting their armour plate kits, more chassis, and a lot more testing. Stay tuned, Commanders!&lt;/p&gt;
</content:encoded><category>announcement</category><category>battle-fortress-terra</category></item><item><title>Total Garbage: Welcome to the Industrial Sector</title><link>https://doubleedgegaming.com/devlog/2026-10-10-welcome-to-the-industrial-sector/</link><guid isPermaLink="true">https://doubleedgegaming.com/devlog/2026-10-10-welcome-to-the-industrial-sector/</guid><description>A whole new region just dropped — 55 junctions, 35 blocks of warehouses and works, a sawmill, chemical works, petrol station, rest area and 150+ bins, skips and kerbside piles.</description><pubDate>Sat, 10 Oct 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Total Garbage has a new region: the &lt;strong&gt;Industrial Sector&lt;/strong&gt;, and it is big.&lt;/p&gt;
&lt;p&gt;Head north out of Urban Decay, through the security gate, and you’re into a full road grid with 55 junctions, warehouses, works and yards. There are 35 blocks of industrial and commercial buildings, all producing waste for you to collect.&lt;/p&gt;
&lt;h2 id=&quot;whats-in-it&quot;&gt;What’s in it&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;🪵 &lt;strong&gt;Roundwood Sawmill&lt;/strong&gt; — tip your wood waste here&lt;/li&gt;
&lt;li&gt;🧪 &lt;strong&gt;Chemical Works&lt;/strong&gt; — a fully bunded drop-off for the nasty stuff&lt;/li&gt;
&lt;li&gt;⛽ &lt;strong&gt;A petrol station&lt;/strong&gt; at the south entrance&lt;/li&gt;
&lt;li&gt;😴 &lt;strong&gt;A brand-new Rest Area&lt;/strong&gt; — pull in, press F, rest up, and it’s free&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;On top of that there are 150+ bins, skips, kerbside piles and litter all over the place. Finally have proper models too, so no more placeholder cubes!&lt;/p&gt;
&lt;p&gt;This is the region where the game gets serious. Big sites, big loads, big money. 💸&lt;/p&gt;
</content:encoded><category>feature</category><category>total-garbage</category></item><item><title>Total Garbage: AI cars, reloading bins, moonlight. And more!</title><link>https://doubleedgegaming.com/devlog/2026-09-25-ai-cars-reloading-bins-moonlight/</link><guid isPermaLink="true">https://doubleedgegaming.com/devlog/2026-09-25-ai-cars-reloading-bins-moonlight/</guid><description>Street lamps and moonlight for night shifts, 13 AI traffic cars that give way at junctions, bins that refill every six hours, a reworked minimap and sharper steering on all seven trucks.</description><pubDate>Fri, 25 Sep 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Lots of changes today — here are most of them.&lt;/p&gt;
&lt;h2 id=&quot;world--environment&quot;&gt;World &amp;amp; environment&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Added street lamps that turn on from 19:00 to 07:00 — 66 in total (3 hand-placed, 63 procedurally generated).&lt;/li&gt;
&lt;li&gt;Added soft blue moonlight so nights aren’t pitch black.&lt;/li&gt;
&lt;li&gt;Player vehicle headlights now light up the road as brightly as the lampposts. Traffic cars don’t have this.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;traffic&quot;&gt;Traffic&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Traffic cars now drive the road network at 15 mph on the left, take corners smoothly, give way at junctions, stop for other vehicles, and have working collision, steering and headlight flashes.&lt;/li&gt;
&lt;li&gt;Added 13 traffic car variants.&lt;/li&gt;
&lt;li&gt;Not yet built: random spawning of 30–50 cars per level, a gridlock fix, cars following the car ahead instead of braking hard, and moving traffic dots on the minimap.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;bins&quot;&gt;Bins&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Placed bins: 5 kerbside bins per house, 276 commercial bins for flats, 12 random scrap metal items.&lt;/li&gt;
&lt;li&gt;Bins reset and refill every 6 in-game hours, and now start 75% full.&lt;/li&gt;
&lt;li&gt;Floating bin signs planned but not built yet.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;minimap&quot;&gt;Minimap&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;Moved to the top right under the money display, on a green background.&lt;/li&gt;
&lt;li&gt;Roads and houses now render correctly, and a bug that rendered the whole minimap white is fixed.&lt;/li&gt;
&lt;li&gt;Added an Options setting to toggle the minimap, plus a day/time clock underneath it.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;vehicles&quot;&gt;Vehicles&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;All 7 trucks now steer 35% more.&lt;/li&gt;
&lt;/ul&gt;
</content:encoded><category>feature</category><category>total-garbage</category></item><item><title>Total Garbage: Garbage Types Collection</title><link>https://doubleedgegaming.com/devlog/2026-09-22-garbage-types-collection/</link><guid isPermaLink="true">https://doubleedgegaming.com/devlog/2026-09-22-garbage-types-collection/</guid><description>The core loop comes together — collecting, cargo inventory, the weighbridge, mechanic workshop, per-vehicle upgrades, the showroom, fuel, damage and recovery, day/night and container haulage.</description><pubDate>Tue, 22 Sep 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Been heads-down on a bunch of features this cycle and honestly had a blast building most of these — it feels like the game is finally starting to come together as a proper loop rather than a pile of disconnected systems. Here’s what’s new.&lt;/p&gt;
&lt;h2 id=&quot;️-collecting-garbage&quot;&gt;🗑️ Collecting garbage&lt;/h2&gt;
&lt;p&gt;The absolute core of the game — walking up to trash scattered around the map and hauling it into your truck. Getting the pickup feel right (the timing, the animation, the satisfying “got it” moment) took more iteration than I expected.&lt;/p&gt;
&lt;h2 id=&quot;-cargo-inventory&quot;&gt;📦 Cargo inventory&lt;/h2&gt;
&lt;p&gt;A proper system for tracking what’s actually sitting in your truck bed. It unlocks weight limits, sorting and payouts, and gives you something to manage rather than an invisible counter.&lt;/p&gt;
&lt;h2 id=&quot;️-weighbridge-access&quot;&gt;⚖️ Weighbridge access&lt;/h2&gt;
&lt;p&gt;Drive onto the weighbridge, get weighed, then head off to dump your load. It adds a genuine checkpoint to the loop — now you’ve got a reason to plan your route and manage capacity.&lt;/p&gt;
&lt;h2 id=&quot;-mechanic-workshop&quot;&gt;🔧 Mechanic workshop&lt;/h2&gt;
&lt;p&gt;A home base where you patch up your truck and sink your earnings into upgrades — the game’s first real “downtime” space.&lt;/p&gt;
&lt;h2 id=&quot;️-upgrades-unique-to-each-vehicle&quot;&gt;🛠️ Upgrades unique to each vehicle&lt;/h2&gt;
&lt;p&gt;Every truck now has its own upgrade tree, so you have a reason to care which truck you’re driving, not just which one looks cool.&lt;/p&gt;
&lt;h2 id=&quot;-truck-yard---vehicle-showroom&quot;&gt;🚚 Truck yard &amp;amp; 🏬 vehicle showroom&lt;/h2&gt;
&lt;p&gt;Swap between owned trucks from the yard, and browse and buy new ones in the showroom — the big money sink for all that garbage cash.&lt;/p&gt;
&lt;h2 id=&quot;-fuel--damage---daynight&quot;&gt;⛽ Fuel, 💥 damage &amp;amp; 🌗 day/night&lt;/h2&gt;
&lt;p&gt;Trucks burn fuel, reckless driving has consequences, and a full day/night cycle makes the map feel alive.&lt;/p&gt;
&lt;h2 id=&quot;-haul-container-to-site&quot;&gt;📍 Haul container to site&lt;/h2&gt;
&lt;p&gt;A new delivery-style task — the first taste of mission variety beyond straight garbage collection.&lt;/p&gt;
&lt;p&gt;Overall this batch was about turning a single collect-and-dump loop into something with actual structure. Lots more to do, but it’s starting to feel like a game rather than a tech demo.&lt;/p&gt;
</content:encoded><category>feature</category><category>total-garbage</category></item><item><title>Total Garbage: Reworked from the ground up</title><link>https://doubleedgegaming.com/devlog/2026-09-18-reworked-from-the-ground-up/</link><guid isPermaLink="true">https://doubleedgegaming.com/devlog/2026-09-18-reworked-from-the-ground-up/</guid><description>Total Garbage has been rebuilt since last spring, moving from Blueprints to a predominantly C++ architecture — ready for the vertical slice.</description><pubDate>Fri, 18 Sep 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;I’ve reworked the game from the ground up since last spring, with the aim of switching from Blueprints to a predominantly C++ architecture.&lt;/p&gt;
&lt;p&gt;Features already in, and available in the vertical slice:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Movement, fuel, tiredness, day/night cycle and camera systems.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Truck yard&lt;/strong&gt; — your HQ, where you store and switch vans and trucks.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Mechanic workshop&lt;/strong&gt; — purchase and install upgrades for your current vehicle.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Weighbridge, gate access and cargo container systems&lt;/strong&gt; for the waste centres, your primary places of earning money.&lt;/li&gt;
&lt;li&gt;Auto-save.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;There should be enough content for a good chunk of gameplay. I’ll be adding sound effects, refinements and initial meshes really soon to make things look comprehensible.&lt;/p&gt;
&lt;p&gt;I’m so excited to get this vertical slice out to you — and I’d love to hear your feedback on the systems: what works, what doesn’t, what makes sense.&lt;/p&gt;
</content:encoded><category>milestone</category><category>total-garbage</category></item><item><title>Deep Vector: Deep Vector vertical slice is complete</title><link>https://doubleedgegaming.com/devlog/2026-09-16-deep-vector-vertical-slice/</link><guid isPermaLink="true">https://doubleedgegaming.com/devlog/2026-09-16-deep-vector-vertical-slice/</guid><description>A neat array of weapons and components, several enemy types with basic AI, sound and VFX, working menus and auto-saved progress — the Deep Vector vertical slice is out.</description><pubDate>Wed, 16 Sep 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;The vertical slice is complete, with a neat array of weapons and components to try. A few enemy types populate the map with basic AI behaviour, and basic sound effects and VFX add some variety. A lot more in the background is in place but limited — the menu system and options work, and your progress is auto-saved so you can keep earning and unlock the bigger submarines.&lt;/p&gt;
&lt;p&gt;No real balancing has taken place yet. Enemy subs are deadly in packs and getting caught from behind will always mean death, so it’s best to run away. Some weapons are very powerful.&lt;/p&gt;
&lt;p&gt;My intention was to have a real variety of weapon function:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Electric&lt;/strong&gt; weapons are great against shields, but you need to get close.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Sonic&lt;/strong&gt; weapons like the Sonic Beam are for long-range assault.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Railguns and torpedoes&lt;/strong&gt; add more flavour.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Turrets, mines and depth charges&lt;/strong&gt; can be used defensively — when a target is behind you, drop and run.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;I’m pleased with the sonar detection system; the HUD, weapon cycling and weapon groupings work well. And the inventory system is really good, especially the equip page in the Engineering Bay. Things just work and can scale if needed.&lt;/p&gt;
&lt;p&gt;So yes, there’s lots going on — and lots more improvements to come.&lt;/p&gt;
</content:encoded><category>build</category><category>deep-vector</category></item><item><title>Total Garbage: Card functionality complete!</title><link>https://doubleedgegaming.com/devlog/2025-01-14-card-functionality-complete/</link><guid isPermaLink="true">https://doubleedgegaming.com/devlog/2025-01-14-card-functionality-complete/</guid><description>Bins now drop random power-up cards that apply timed modifiers — earned, displayed, clicked and consumed through a new widget.</description><pubDate>Tue, 14 Jan 2025 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;The card functionality is now complete. This includes:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Earning a card from bin drops — you get one of the cards at random.&lt;/li&gt;
&lt;li&gt;The card displaying the correct number in the widget.&lt;/li&gt;
&lt;li&gt;Cards being clicked and consumed correctly in the widget.&lt;/li&gt;
&lt;li&gt;The modifier being applied to the game for the allotted time period.&lt;/li&gt;
&lt;li&gt;When the timer concludes, the widget clears and the next card is ready for selection.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;I’ve really enjoyed building this and it works well, so I’m very pleased. What do you think — does it add variety to the game?&lt;/p&gt;
</content:encoded><category>feature</category><category>total-garbage</category></item></channel></rss>