
Devlog #4 — Going Isometric
We rebuilt the entire visual foundation of Midnight Outpost in isometric view. Here is what that actually meant — tile systems, y-sorting, building footprints, wall bitmasks, and why it was worth it.

We rebuilt the entire visual foundation of Midnight Outpost in isometric view. Here is what that actually meant — tile systems, y-sorting, building footprints, wall bitmasks, and why it was worth it.

Swords, shields, floating damage numbers, and a stat system that actually matters. This devlog covers everything we built to make combat in Midnight Outpost feel meaningful.

Crafting in Midnight Outpost no longer happens in a grid. It happens at the Workshop — a building you construct, upgrade, and protect. Here is why we made that change and how the system works.

Two weeks in, and Midnight Outpost has a heartbeat. Players can move, gather resources, craft tools, and survive the first zombie waves. Here is how the foundation came together.

We are officially starting development on Midnight Outpost, a 2D co-op survival game built in Godot 4.6. Here is a look at the vision and ideas behind the project.