Update on Last Refuge. Since the competition submission I've moved from the design package into an actual playable prototype. It's a graybox: colored squares and text, no art yet, and that's on purpose. The point right now is to prove the core decision is fun before spending a minute on visuals. And the loop runs. You plan the day, assign your handful of survivors to salvage, reinforce, or scout, and make the one call the whole game hangs on: expand the base for reach, or stay compact and pour what you save into expeditions. You place traps, night falls, the horde hits the walls, and you find out if you built the right defense. First night held. Resources were already scraping bottom going into Day 2, which is exactly the squeeze I wanted. I'm building it in Kiro, spec-driven, feeding it the same GDD and production plan from the submission. Most of today was unglamorous, chasing down bugs in the day to night transition one line at a time. That's prototyping. The good part is that the decision underneath already feels like a decision. Next: smooth out the day cycle, play five days start to finish, and be honest about whether the core is as tense in the hand as it is on paper. More soon.
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