Devlog
From the workbench
Updates from the making of a WW2 extraction shooter. Posted when there is something worth showing.
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Patch 0.1.7 — the soldier who stays
Patch 0.1.7 of our WW2 extraction shooter: a dropped connection no longer ends your raid — reconnect, rejoin, and keep the kit you carried in.
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Patch 0.1.6 — the enemy wakes up
Patch 0.1.6 of our WW2 extraction shooter: deserters see you, hunt you, and open fire — and the whole raid finds its soundscape.
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Patch 0.1.5 — the weight of a jump
Patch 0.1.5 of our WW2 extraction shooter: jump arrives — costly, grounded, no air control — and the game finds its full diegetic soundscape.
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Patch 0.1.4 — achievements, and a clearer raid
Patch 0.1.4 of our WW2 extraction shooter: forty Steam achievements go live, the extraction marker becomes signal smoke, and a clearer in-raid HUD.
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A hundred of you
Blood of Rations, our WW2 extraction shooter, has reached its first hundred Steam wishlists. A thank you to the people who got here early.
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The woods are no longer empty
In our WW2 extraction shooter, the PvE layer goes live: AI deserters now hunt and scavenge the woods of 1944 occupied Europe alongside you.
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Patch 0.1.3 — deserters, a blade, and the dossier
Patch 0.1.3 of our WW2 extraction shooter: AI deserters go live, melee arrives with the trench knife and entrenching tool, and the end-of-match screens get framed.
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Patch 0.1.2 — two soldiers, one world
Patch 0.1.2 of our WW2 extraction shooter: the first kill over the wire — server-authoritative netcode — plus the bunker reborn as the Hearth.
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The first trailer, and a date
Blood of Rations, our WW2 extraction shooter, enters Steam Early Access on 5 November 2026 at $16.99. Watch the first trailer.
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Patch 0.1.1 — loose loot, and a night sky
Patch 0.1.1 of our WW2 extraction shooter: Tarkov-style loose loot scattered through the world, a starry night raid, and a long bug sweep.
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Patch 0.1.0 — your hands, and your health
Patch 0.1.0 of our WW2 extraction shooter: weapons you can see in your hands, a vitals HUD for health, hunger and thirst, and world models for every item.
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Patch 0.0.9 — stacks, sells, and stamina
Patch 0.0.9 of our WW2 extraction shooter: ammo stacks and splits in the grid, sell-by-quantity at the trader, a weapon balance pass, and sprint stamina.
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Patch 0.0.8 — the bunker becomes a place
Patch 0.0.8 of our WW2 extraction shooter: the bunker becomes a space you walk — thirteen stations to approach and upgrade — plus a settings panel.
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Patch 0.0.7 — the sorting table
Patch 0.0.7 of our WW2 extraction shooter: the Sorting Table gets a grid refactor and item tooltips, with safer item transactions.
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Patch 0.0.6 — the menus get manners
Patch 0.0.6 of our WW2 extraction shooter: a UI pass — rebuilt container popups, a period typeface, and clearer rules at the trader.
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Patch 0.0.5 — loot, tightened
Patch 0.0.5 of our WW2 extraction shooter: the loot pools get consolidated into cleaner categories, and the stash UI gets a polish pass.
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Patch 0.0.4 — loot finds its place
Patch 0.0.4 of our WW2 extraction shooter: the loot system gets wired to the map by hand, the raid is named Ardennes Airfield, and extraction lights the sky.
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Patch 0.0.3 — the world, rebuilt
Patch 0.0.3 of our WW2 extraction shooter: a full low-poly art overhaul — procedural terrain, a reworked river, roads, railway, and the train wreck.
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Patch 0.0.2 — the map gets its face
Patch 0.0.2 of our WW2 extraction shooter: the raid map gets its art and dressing, deeper loot pools, and the in-raid HUD comes together.
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Patch 0.0.1 — the raid takes shape
Patch 0.0.1 of our WW2 extraction shooter: the first playable raid — combat, weapons, loot, healing, extraction, and a save that persists.
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Devlog — the design takes shape
Our WW2 extraction shooter on paper: mapping every system — combat, loot, the bunker, extraction — before a line of game code is written.
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Devlog — the toolkit
Week two of our WW2 extraction shooter: before building the game, we built the workshop — the pipeline and tools a tiny studio runs on.
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Devlog — the story so far
The first week of Blood of Rations, a WW2 extraction shooter: an empty repository, a studio, and the shape of the raid we mean to build.