Meat Hell

A real-time strategy game made of meat.

● Dev logPage 1 of 2

Dev log

Weekly notes from building the game, written up from the project's progress log. 24 posts, newest first.

Week of 26 October

The economy rework

Butchers cost more and storage is capped. A Butcher upgrade, a flier that makes spurters spurt faster, and a rebuilt end-of-match screen.

  • Butchers now cost 2,000, and your credits are capped by what your buildings can hold. Over the cap, the meat is wasted.
  • New building, the Pink Slime Vat: cheap storage for 3,000 more.
  • The Butcher upgrades to the Rendering Butcher, which gets 65 credits a chunk instead of 50.
  • New unit, the Spurter Gland: a flier that dives into a spurter and makes it spurt faster for two minutes. On a sick spurter it cures it instead.
  • Spurters splatter their chunks in a round spray instead of a square, faster and more of them.
  • The AI keeps up: it builds vats before it fills up, upgrades its safest Butcher and flies Glands.
  • The end-of-match screen is rebuilt: a panel per team, then a chart of the match per player (army, meat, kills, power) with its key moments marked.
  • The meat cables between buildings get a new skin: pale fatty gut with veins in your team's colour.
  • The Tech Center and the Pink Slime Vat get their real models.
  • Faster: the first match loads in about 13 seconds instead of 19, and big late-game maps draw noticeably quicker on laptops.
  • The co-op campaign grows: Anvil and Hammer, where one of you holds the line while the other flies air strikes, and Sinew Crossing, a landing by boat on a walled shore.

Week of 19 October

The meat navy

Boats. A shipyard on the shore, four water-only ships, a new naval map, and an AI that uses them. Plus a new keyboard scheme you can remap.

  • New building, the Fish Market: a shipyard that stands on the shore with its slip in the water. It builds four boats that never leave the water.
  • The Prawn Skiff (fast and cheap), the Steak Galley (rowed, with a turret), the Roe Lobber (lobs clutches of roe over the shore at whatever your other units can see) and the T-Bone Barge (carries tanks and big infantry, and drops its ramp on a beach to unload them).
  • Land and sea fight properly: melee units can't hit a boat, and a sinking Barge may lose its cargo.
  • New map Bile Strait, built for boats. Bay of Gore and Gullet Isle get shipyard sites too.
  • The AI builds a navy when the map has water worth fighting over: raids on your shoreline harvesters, bombardments from the sea, and landings.
  • A new keyboard scheme, built around a 3×3 command card at the foot of the sidebar: Q W E and friends for your selection's orders, the same keys for the build grid when nothing is selected.
  • Every key can be remapped in Settings ▸ Controls, with a Left-handed preset. Hold / to see what each key does right now.
  • Attack-move, patrol, hold position and stop. Patrol routes are drawn on the map.
  • Space jumps to your latest alert, H to your base. Double-click selects every unit of a type on screen, Ctrl+A your whole army.
  • First-time hints for the keys you haven't found yet.
  • The Grafter heals by squirting pink slime at its patient from a turret.
  • The Meat Zombie was rebuilt (its arms are no longer fused to its sides), and the Kidney Wing flaps.
  • Online play is now through Steam only: invite a friend or type a lobby code.

Week of 12 October

Tunnels

Maps get a second deck. Units fight through tunnels under the rock and cross bridges over it. New infantry models, and a sniper.

  • Tunnels and bridges: units walk, fight and swim under the rock. The roof cuts away round your selection so you can see them.
  • Tunnels are dark: lamps, things hanging from the roof, and headlamps on your units. Gunfire under the rock sounds muffled.
  • A sphincter can seal a tunnel mouth shut, crushing anything caught in it.
  • The AI uses tunnels to sneak, and guards the mouths into its base.
  • New 3v3 map Gullet Isle: an island split by a mountain, fought through its tunnels. Sugarloaf and Koko Head get tunnels too.
  • Bridge kits in concrete, blue rock and meat. Some tunnels are lined with intestine.
  • First person gets mouse look, sprint and jump, and small infantry can walk along walls.
  • The Raw Chicken was rebuilt: it trots on all fours, and unloads by rearing up and dropping its passengers out of its bottom.
  • New infantry models built from butcher's cuts: the Meat Zombie, the Spitter (it spits teeth from the hole where its head was), the Bone Launcher (its forearm is the cannon) and Patient Zero (a glowing heart under a cape).
  • New unit, the Eyestalk: a sniper with a ribcage crossbow. Beyond its own sight it shoots whatever your other units can see.
  • Infantry stop skating: new walks matched to their speed, feet planted.
  • The AI recovers when its Construction Yard dies, and pulls back from an attack that has gone badly.
  • Multiplayer matches start together once everyone has loaded. The loading screen shows tips.
  • Placing a building hatches the ground where it can go. Walls and towers no longer stretch your build range.
  • Edge-scroll zone and scroll speed in Settings. Repair starts without credits and waits for them.
  • New ground textures, shore foam that looks like foam, and a proper wake behind swimmers.

Week of 5 October

Two thousand units

Unit movement moved to native code, aiming for 2,000 units on the map.

  • Movement, targeting and fog now run in native Rust code. Distant units are drawn in batches.
  • New Unit budget setting: 600, 1,200 or 2,000 units on the map.
  • The Clot Bastion shoots down nukes aimed inside its ring. Superweapon countdowns now show down the left edge.
  • The Heptapus walks on real tentacles. The Flesh Ogre fires anti-air missiles.
  • Each terrain gets its own cliff rock: sandstone, coral, icicles, poured concrete.
  • In first person, hold F to order your squad: follow me, or attack this.
  • A loading screen, and terrain draws a lot faster.

Week of 28 September

Explosions and a nuke

Everything that blows up was redone, and the meat faction got a nuke.

  • A new explosion system: flash, smoke, fire, blood mist and gibs, picked by what got hit, and scorch marks that fade.
  • Every meat unit has its own death, and buildings cook off and collapse.
  • The Nuclear Silo replaces the Plague Bloom: a fiery red mushroom cloud.
  • Deep liquid blocks ground units. The Raw Chicken swims.
  • Fog and turret scans got much cheaper, so big 3v3 matches run faster.

Week of 21 September

Co-op campaign

A procedurally generated co-op campaign takes shape.

  • Co-op campaign: two players (or one plus an AI partner) against generated missions, with a campaign map, briefings and reconnect.
  • The generator builds terrain, bases, resources and set pieces from a seed, and throws out seeds that aren't playable.
  • Harvesters were eating 62% of a match's simulation time. Now 18x cheaper.
  • Bone walls rebuilt as modular pieces that follow slopes without seams.
  • The editor gets a sculpt brush, edge painting and live symmetry. Plus red sand terrain.

Week of 14 September

Walls that build themselves

New maps, self-building walls, and infantry on the battlements.

  • Two more maps remade (Gore Canyon and Defcon Flesh) and Slaughter Delta, a six-player map with no symmetry at all.
  • Wall blueprint: keep clicking to plan a wall and it builds itself as you can afford it.
  • Wall ramps let small infantry climb up and fight from the top of a wall.
  • Four fixes from the first live two-player match over Steam.

Week of 7 September

Half-height terrain

Terrain gets finer steps and better cliffs. Plus a Steam store page.

  • The game has a Steam app now, and the first build is uploaded. Store art captured from live matches.
  • Terrain layers are half as tall, so hills and cliffs have finer steps and twelve levels instead of six.
  • Fog of war now works by terrain layer instead of by metres.
  • Cliffs got normal maps and fill their cells, and ramps cut into cliffs properly.

Week of 31 August

Units and buildings pages

The site gets pages generated from the game itself.

  • A Units page built from the game's own data, with portraits rendered from the 3D models.
  • A Buildings page drawn as the tech tree.
  • Blinkies, an odometer and a writhing meat divider.

Week of 24 August

The website

This site exists now, and the first human match got recorded.

  • Tried a few ideas for making Hard AI stronger. None of them beat what it already does.
  • Recorded the first human match. The model was sure the human would lose, and the human won.
  • Built this website: borders made from the game's meat textures, a meat background, and spurters throwing chunks up the sides.

First post

Hello dev log world

Testing out the dev log

Hello world. This is just a first post to test out the dev log. This is where we will write some updates about the build of Meat Hell as we go.

Week of 17 August

Teaching the AI to read a match

Hundreds of AI-vs-AI matches, and a model that guesses who is winning.

  • Ran hundreds of AI matches with up to eight players and trained a small model to estimate each side's chance of winning.
  • Wired it into the AI so it can notice a losing game. So far it's no better than the hand-written rules.
  • The AI can record its matches as video, with a camera that follows the fighting.

Week of 10 August

Steam multiplayer

Steam networking works, and the AI's Hard setting gets harder.

  • Multiplayer over Steam, tested between a Windows host and a Mac client. Friends-only lobbies and overlay invites.
  • The download got a lot smaller: 1.3 GB down to 458 MB.
  • Hard AI trains a bigger army, attacks in proper waves and micros: it spreads out against splash and kites.
  • Fixed a bug that made units overshoot their waypoints and ping-pong forever at high game speed.

Week of 3 August

Smoothing cliffs

Editor polish: smoothing between heights and terrains.

  • The editor's Smooth tool scans the borders in a selection and lets you pick cliff, ramp, blend or overlay for each one.
  • Terrain blends now wander and round their corners instead of following the grid.
  • Every map setting from the old editor is in the new one.

Week of 27 July

A new map editor

The map editor is rebuilt from scratch in two days.

  • Version two of the map editor: paint, select, objects and properties, playable regions, triggers and scripted events.
  • Playable regions work in game too. A mission can open up more of the map as it goes.
  • You can play a map inside the editor with a hidden preview match.

Week of 20 July

Widescreen and better water

Ultrawide support, water that catches the light, and a new meat tank.

  • Widescreen and ultrawide: the battlefield fills the screen and menus stay 16:9.
  • Water reworked: real wave lighting, foam from textures, surf on the shore.
  • A new low-poly meat tank whose cannon recoils when it fires.
  • In first person the camera kicks back when you shoot, and shots can now miss.

Week of 13 July

Drygrass

A quiet week, and one new terrain.

  • Drygrass: a terrain that reuses grass's shapes with its own textures, so new terrains no longer need their own models.

Week of 6 July

The AI gets a playbook

The AI learns tactics, builds a fortress and remembers what worked.

  • The AI now picks a strategy at the start of each match, runs missions from a library of nine tactics and switches strategy when one isn't working.
  • Turtle AIs plot a walled compound, build inside it, and no longer wall in their own harvesters.
  • Six new skirmish maps.
  • Shift-queued waypoints, a group info panel, an idle-harvester warning, and the MCV is buildable.
  • Press Space for a selection console. The whole UI moved onto one design system.

Week of 29 June

Rivers of blood

Water stops being a terrain tile and becomes something that flows.

  • Liquid spawners: water, blood or milkshake pours out of a point, floods the basin, flows under bridges and mixes where bodies meet.
  • Liquid shows on the minimap and hides under fog.
  • Sell buildings for half their cost.
  • Drive a harvester in first person and it scoops up the meat it rolls over.
  • The exported game had no music. Fixed.

Week of 22 June

A story and a polar bear

Writing week: the meat campaign gets a story.

  • Story bible and a 15-map outline for the meat campaign.
  • A neutral Polar Bear wanders the snow maps.